Game machine

The gaming machine addresses control malfunctions by implementing a symbol display and limiting means to manage game stop events, ensuring secure and trustworthy gameplay.

JP2025112694APending Publication Date: 2025-08-01FUJI SHOJI CO LTD
View PDF 9 Cites 0 Cited by

Patent Information

Application Number
JP2024007093
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-19
Publication Date
2025-08-01

AI Technical Summary

Technical Problem

Gaming machines face issues with game stop events due to control malfunctions, which can lead to fraudulent activities and player distrust when gameplay is blindly stopped or alarmed.

Method used

A gaming machine with a symbol display means and main control means that allows for executing a symbol game with variable symbols, featuring a limiting means to restrict gameplay when certain conditions are met, ensuring comprehensive control over game processing and effects.

Benefits of technology

Enables effective control over game stop events, preventing fraudulent activities while maintaining player trust by allowing controlled gameplay interruptions.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025112694000001_ABST
    Figure 2025112694000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of performing useful control processing relating to a game stop event.SOLUTION: A game machine includes: pattern display means capable of executing a pattern game through variable display of a pattern on the basis of a prescribed start condition; main control means for generally controlling game processing relating to a game including a pattern game; and performance control means for controlling performances relating to a pattern game. The game machine further comprises: restriction means capable of making the main control means execute the pattern game in a specific state in which the main control means is disconnected from the performance control means, and capable of restricting planned execution of the pattern game when a prescribed condition is met in the specific condition. The restriction means is so configured as to suspend execution of a pattern game if the pattern game is being executed.SELECTED DRAWING: Figure 147
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Conventionally, gaming machines, such as pinball gaming machines, have been configured such that a lottery regarding a winning result is held when a ball enters a starting hole, and various game effects related to the lottery results are generated in a pattern change display game, making the game enjoyable. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-040883 Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, there has been a trend toward diversifying various effects and gameplay features in order to improve the entertainment value of games, but this also increases the possibility of game stop events occurring due to control malfunctions, etc. When such game stop events occur, there is a risk of fraudulent activity being targeted, so control measures are desired in the event of a malfunction. However, blindly stopping gameplay or sounding an alarm just because a game stop event has occurred may lead to distrust among players who are playing legitimately.

[0005] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine that can execute useful control processing related to a gaming stop event. [Means for solving the problem]

[0006] The above object of the present invention can be achieved by the following means. (1) A symbol display means capable of executing a symbol game by displaying a variable symbol based on a predetermined starting condition; Main control means for comprehensively controlling game processing related to the symbol game, Effect control means for controlling effects related to the symbol game, A gaming machine comprising: In a specific state where the main control means and the effect control means are in a disconnected state, the symbol game by the main control means can be executed, In the specific state, when a predetermined condition is satisfied, it is provided with a limiting means capable of restricting the execution of the planned symbol game, The limiting means is configured to interrupt the execution of the symbol game when there is a symbol game in progress, A gaming machine characterized by this.

Advantages of the Invention

[0007] According to the present invention, it is possible to provide a gaming machine capable of executing useful control processing related to game stop events.

Brief Description of the Drawings

[0008]

Figure 1

Figure 2

Figure 3

Figure 4A

Figure 4B

Figure 4C

Figure 4D

Figure 5A

Figure 5B

Figure 6

Figure 7

Figure 8A

Figure 8B

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14A

Figure 14B

Figure 15

Figure 16

Figure 17

Figure 18

Figure 19

Figure 20

Figure 21

Figure 22

Figure 23

Figure 24

Figure 25

Figure 26

Figure 27

Figure 28

Figure 29

Figure 30

Figure 31

Figure 32

Figure 33A

Figure 33B

Figure 34

Figure 35

Figure 36

Figure 37

Figure 38A

Figure 38B

Figure 39

Figure 40

Figure 41A

Figure 41B

Figure 42

Figure 43A

Figure 43B

Figure 44

Figure 45

Figure 46A

Figure 46B

Figure 47

Figure 48

Figure 49

Figure 50A

Figure 50B

Figure 50C

Figure 50D

Figure 50E

Figure 50F

Figure 50G

Figure 50H

Figure 51

Figure 52

Figure 53

Figure 54

Figure 55

Figure 56

Figure 57

Figure 58

Figure 59

Figure 60

Figure 61

Figure 62

Figure 63

Figure 64

Figure 65

Figure 66

Figure 67

Figure 68

Figure 69

Figure 70

Figure 71A

Figure 71B

Figure 71C

Figure 71D

Figure 72

Figure 73

Figure 74

Figure 75

Figure 76A

Figure 76B

Figure 76C

Figure 76D

Figure 77A

Figure 77B

Figure 77C

Figure 77D

Figure 78A

Figure 78B

Figure 78C

Figure 78D

Figure 78E

Figure 78F

Figure 78G

Figure 78H

Figure 78I

Figure 79

Figure 80

Figure 81A

Figure 81B

Figure 82A

Figure 82B

Figure 82C

Figure 82D

Figure 83

Figure 84A

Figure 84B

Figure 85A

Figure 85B

Figure 86A

Figure 86B

Figure 87A

Figure 87B

Figure 88A

Figure 88B

Figure 89A

Figure 89B

Figure 90

Figure 91

Figure 92

Figure 93

Figure 94A

Figure 94B

Figure 95

Figure 96

Figure 97A

Figure 97B

Figure 97C

Figure 97D

Figure 97E

Figure 97F

Figure 98A

Figure 98B

Figure 98C

Figure 98D

Figure 98E

Figure 98F

Figure 99A

Figure 99B

Figure 99C

Figure 99D

Figure 99E

Figure 99F

Figure 100

Figure 101

Figure 102

Figure 103

Figure 104

Figure 105

Figure 106

Figure 107

Figure 108

Figure 109A

Figure 109B

Figure 110

Figure 111

Figure 112

Figure 113

Figure 114

Figure 115

Figure 116A

Figure 116B

Figure 117

Figure 118

Figure 119

Figure 120A

Figure 120B

Figure 121

Figure 122

Figure 123

Figure 124A

Figure 124B

Figure 125

Figure 126

Figure 127A

Figure 127B

Figure 128A

Figure 128B

Figure 128C

Figure 129

Figure 130

Figure 131

Figure 132

Figure 133

Figure 134A

Figure 134B

Figure 135

Figure 136

Figure 137

Figure 138A

Figure 138B

Figure 139A

Figure 139B

Figure 139C

Figure 139D

Figure 140

Figure 141

Figure 142

Figure 143

Figure 144

Figure 145

Figure 146

Figure 147

Figure 148

Figure 149

Figure 150

Mode for Carrying Out the Invention

[0009] [First Embodiment] Hereinafter, with reference to the drawings, a preferred embodiment of the gaming machine according to the present invention will be described in detail. In the embodiment described below, a pachinko gaming machine will be described as an example of the gaming machine according to the present invention.

[0010] <1. Outline of Configuration: FIGS. 1 and 2> With reference to FIGS. 1 and 2, an outline of the configuration of a pachinko gaming machine according to an embodiment (first embodiment) of the present invention will be described. FIG. 1 is a front perspective view showing the appearance of a pachinko gaming machine according to an embodiment of the present invention, and FIG. 2 is a view showing the front side of the game board.

[0011] The pachinko gaming machine 1 shown in FIG. 1 (hereinafter abbreviated as "gaming machine 1") has a frame-shaped front frame 2 attached to the front surface of a wooden outer frame 4 so as to be openable and closable, and a game board 3 (see FIG. 2) is mounted in a game board storage frame (not shown) attached to the back surface of the front frame 2. The game area 3a formed on the surface of the game board 3 faces the opening of the front frame 2. A glass door 6 that supports transparent glass is provided on the front side of the game area 3a. Also, on the back side of the game board 3, various control boards (see FIG. 3) for controlling the gaming operation are arranged.

[0012] A key cylinder (not shown) for unlocking the door is provided on the front side of the glass door 6. By inserting a key into this key cylinder and operating it on one side, the locked state of the glass door 6 with respect to the front frame 2 can be released, and the glass door 6 can be opened forward. By operating it on the other side, the locked state of the front frame 2 with respect to the outer frame 4 can be released and opened forward.

[0013] A front operation panel 7 integrally formed with the front frame 2 is arranged below the glass door 6. The front operation panel 7 is provided with an upper saucer unit 8, and an upper saucer 9 for storing the discharged gaming balls is formed in the upper saucer unit 8. Note that the glass door 6 and the front operation panel 7 do not necessarily have to be a door structure that can be opened forward integrally, and each may have a door structure that can be opened and closed independently.

[0014] The upper saucer unit 8 is also provided with a ball extraction button 14 for extracting the gaming balls stored in the upper saucer 9 below the gaming machine 1, a ball lending button 11 for requesting the payout (lending) of gaming balls to a gaming ball lending device (not shown) on the island equipment side, and a card return button 12 for requesting the return of a valuable medium inserted into the gaming ball lending device.

[0015] In addition, the upper receiving tray unit 8 is provided with a push-button type effect button 13 (first operation means) that functions as an operation means operable by the player, and a cross-shaped direction key 75 (second operation means) composed of an upper button 75a, a right button 75b, a lower button 75c, and a left button 75d, which can be input-operated in the vertical and horizontal directions. These operation means are mainly used, for example, when the player participates in the effect during the "player participation type effect" described later. When a predetermined operation (for example, single press, long press, continuous hitting, etc.) is performed during a predetermined operation reception valid period (button valid period), an effect corresponding to the operation is executed. In addition, the operation means is used when the player makes a preferred setting (game environment setting) on the "game setting screen (menu screen)" related to the game environment setting effect (game setting effect) described later. In the game environment setting, a plurality of game environment settings such as volume adjustment (adjustment of the volume of sound effects (voices, sound effects, etc.) output from the speaker 46 described later) and light amount adjustment (light amount of the decorative lamp 45 and effect LEDs described later) can be set using the operation means.

[0016] In addition, the effect button 13 and the direction key 75 are provided with a built-in lamp (button LED 13b) inside. Depending on the difference in the light emission mode (for example, lighting, blinking, extinguishing, etc.) of the button LED 13b, the operation reception valid period (during blinking or lighting) and the operation reception invalid period (during extinguishing) can be notified.

[0017] In addition, on the right end side of the front operation panel 7, a firing operation handle 15 for operating the firing device 32 (see FIG. 3) is provided. This firing device 32 functions as a firing means capable of firing a game ball toward the game area 3a. In this embodiment, it has a firing performance of about 100 shots per minute.

[0018] In addition, speakers 46 (sound effect means (sound output means)) that exhibit sound effect effects (sound effects) by sound are provided on both sides of the upper part of the front frame 2 and above the firing operation handle 15. In addition, a plurality of decorative lamps 45 (light effect means (light emitting means)) that exhibit light effect effects by light decoration are provided at appropriate positions such as the peripheral edge of the front frame of the glass door 6 and the game board (FIG. 2).

[0019] (Game board: FIG. 2) Next, with reference to FIG. 2, the configuration of the game board 3 will be described. As shown in the figure, on the game board 3, a ball guide rail 5 for guiding the launched game balls is annularly mounted as a board surface partitioning member, and a substantially circular region surrounded by this ball guide rail 5 is the game area 3a, and the four corners are non-game areas.

[0020] In the approximate center of this game area 3a, a liquid crystal display device (LCD) 36 is provided. Under the control of an effect control unit 24 described later, this liquid crystal display device 36 independently displays various effects including a variation display operation (variation display and stop display) of a plurality of types of decorative symbols (for example, the "left symbol", "middle symbol", "right symbol" shown in FIG. 5A) by numbers, characters, symbols, etc. in a predetermined display area (symbol variation display area) as an image.

[0021] Also, in the game area 3a, a center ornament 48 is provided in a form that surrounds the periphery of the display surface of the liquid crystal display device 36 in a circumferential manner. The center ornament 48 includes a front mounting plate 48a provided along the front side of the game board 3 and fixed to the game board 3, and a armor frame portion 48b that forms the outer periphery of the center ornament 48 and surrounds the display screen of the liquid crystal display device 36. It protects the display surface of the liquid crystal display device 36 from the surrounding game balls, and serves as a flow path distribution means that can distribute the flow path of the game balls to the left and right according to the hitting strength or stroke length of the game balls. In this embodiment, a play area through which the game balls can pass is formed between the upper surface of the center ornament 48 and the ball guide rail 5, and the game balls driven into the upper side of the game area 3a by the launching device 32 are distributed to the left and right on the upper side of the armor frame portion 48b, and flow down through either the left downward flow path 3b on the left side of the center ornament 48 or the right downward flow path 3c on the right side.

[0022] In addition, the non-game area near the upper right edge (upper right corner) of the game board 3 serves as various function display sections. A special symbol display device 38a (first special symbol display device: first special symbol display means) and a special symbol display device 38b (second special symbol display device: second special symbol display means) are provided, which are configured by arranging in a row a 7-segment (7-seg) display (with dots) corresponding to the upper start port 34 (for the first special symbol) and the lower start port 35 (for the second special symbol). In the special symbol display devices 38a and 38b, a'special symbol variable display game' is executed by the variable display operation (variable display and stop display) of the'special symbol' represented by 7-seg. And in the above liquid crystal display device 36, in synchronization with the variable display of the special symbol by the special symbol display devices 38a and 38b in terms of time, a decorative symbol is variably displayed by an image, and a 'decorative symbol variable display game' is executed together with various preview effects (effect images). The details of the special symbol variable display game and the decorative symbol variable display game will be described later.

[0023] In addition, in the various function display sections, adjacent to the special symbol display devices 38a and 38b, a composite display device (LED display for holding and composite display) 38c composed of a plurality of LED displays including a 7-segment display (with dots) is disposed. The reason for calling it 'composite' is that it is a holding, time-shortening, and high-probability composite display device having a display function for a plurality of state information such as the display of the number of holding balls in operation for the first special symbol, the display of the number of holding balls in operation for the second special symbol, the display of the number of holding balls in operation for the normal symbol, the notification of the state advantageous for right-handed hitting, the notification of the state during the operation of the variable time shortening function (during time shortening), and the notification of the state during the high-probability state (during high probability).

[0024] In addition, in the various function display sections, adjacent to the composite display device 38c, there is provided a normal symbol display device 39a (normal symbol display means) formed by arranging a plurality of LEDs. In the normal symbol display device 39a according to the present embodiment, a 'normal symbol variable display game' is executed by the variable display operation of the 'normal symbol' represented by each LED. For example, as the variable display operation, the normal symbol formed by the LEDs repeats lighting and extinguishing, and when the variable time elapses, the lottery result of the normal symbol variable display game is notified by the combination of the lighting and extinguishing states of the plurality of LEDs. Details of the normal symbol variable display game will be described later.

[0025] Also, adjacent to the normal symbol display device 39a, a right shot display device 39b is provided. This right shot display device 39b notifies whether it is advantageous to aim for the 'right shot' so that the game ball passes through (flows down) the right downflow path 3c or the 'left shot' so that the game ball passes through (flows down) the left downflow path 3b by the combination of the lighting and extinguishing states of the LEDs. For example, it is notified that if the light emitting state of the LED is in the lit state, the right shot is advantageous, and if it is in the extinguished state, the left shot is advantageous.

[0026] Also, adjacent to the right shot display device 39b, a round number display device 39c formed by arranging a plurality of LEDs (round display LEDs) is provided. This round number display device 39c notifies the specified round number (maximum round number) related to a big win or a V win described later by the combination of the lighting and extinguishing states of the plurality of LEDs.

[0027] Below the center ornament 48, there are provided vertically a normal variable winning device 41 (normal electric accessory) including an upper start port 34 (first special symbol start port: first start means) and a lower start port 35 (second special symbol start port: second start means), and inside each, detection sensors 34a, 35a (upper start port sensor 34a, lower start port sensor 35a: see FIG. 3) for detecting the passage of the game ball are formed.

[0028] The upper start port 34, which is the first special symbol start port, is a winning port related to the start condition of the variable display operation of the first special symbol (hereinafter, the first special symbol is referred to as "special symbol 1" and may be abbreviated as "special figure 1" in some cases) in the special symbol display device 38a (the first special symbol display device). It is configured as a "winning rate fixed type winning device" that does not have a'start port opening and closing means' for opening or expanding the start port. In the present embodiment, due to the action of the game ball dropping direction conversion member (for example, game nails (not shown), windmill 44, center ornament 48, etc.) in the game area 3a, for the game balls flowing down through the left downward flow path 3b to the upper start port 34, the configuration is such that it is easy for the balls to enter (win), while for the game balls flowing down through the right downward flow path 3c, the configuration is such that it is difficult or impossible for the balls to enter.

[0029] The normal variable winning device 41 is configured as a "winning rate variable type winning device" in which the winning rate of the game balls at the start port can be varied by the start port opening and closing means. In the present embodiment, a pair of left and right movable wing pieces (movable members) 47 are provided as the start port opening and closing means, and by the opening and closing operation of the movable wing pieces 47, the lower start port 35, which is the second special symbol start port, can be opened or expanded.

[0030] Also, the lower start port 35 of the normal variable winning device 41 is a winning port related to the start condition of the variable display operation of the second special symbol (hereinafter, the second special symbol is referred to as "special symbol 2" and may be abbreviated as "special figure 2" in some cases) in the special symbol display device 38b (the second special symbol display device). The winning area of this lower start port 35 can be changed between an open state (easy winning state) that facilitates winning and a closed state (difficult winning state) that makes winning more difficult or impossible than the open state, according to the operating state (operating or non-operating) of the movable wing pieces 47. In the present embodiment, when the movable wing pieces 47 are non-operating, a closed state (impossible winning state) in which winning at the lower start port 35 is impossible is maintained.

[0031] On both sides of the normal variable winning device 41, there are five general winning openings 43, four (43a to 43d) on the left side and one (43e) on the right side. Inside each of them, a general winning opening sensor 43h (see Fig. 3) for detecting the passage of game balls is formed.

[0032] Also, above and to the upper right of the normal variable winning device 41, that is, above the middle part of the right downward flow path 3c, a normal symbol start port 37 (the third starting means) composed of a passing gate through which game balls can pass is provided. This normal symbol start port 37 is a winning opening related to the starting condition of the variable display operation of the normal symbol (hereinafter, the normal symbol may be abbreviated as "normal symbol") in the normal symbol display device 39a. Inside it, a normal symbol start port sensor 37a (see Fig. 3) for detecting passing game balls is formed. In this embodiment, the normal symbol start port 37 is formed only on the right downward flow path 3c side and not on the left downward flow path 3b side, but it is not limited to this, and it may be formed on both downward flow paths.

[0033] In the path from the normal symbol start port 37 in the right downward flow path 3c to the normal variable winning device 41, a special variable winning device 52 (special electric accessory) configured to be able to open or expand the big winning opening 50 by a retractable opening door 52b is provided. Inside it, a big winning opening sensor 52a (see Fig. 3) for detecting game balls that have entered the big winning opening 50 is formed.

[0034] In addition, within the large winning opening 50, there is a V winning opening (a specific area (not shown)) into which game balls can enter, and a specific area sensor 51a (see FIG. 3) that detects game balls entering the V winning opening. Game balls that enter the large winning opening 50 can be guided to the V winning opening by a V guiding device (not shown). This V guiding device is configured to be controllable between an open state (a state where V winning is easy) that facilitates the entry of game balls into the V winning opening and a closed state (a state where V winning is difficult or impossible) that makes winning more difficult or impossible than the open state. When the V guiding device is not operating, it maintains a closed state (a state where V winning is impossible) where winning into the V winning opening is impossible. In this embodiment, when a predetermined condition is satisfied, the V guiding device is controlled to an operating state and V winning is enabled. When a game ball enters the V winning opening during this V winning valid period (when the specific area sensor 51a detects the game ball), a "V win" described later occurs.

[0035] The periphery of the large winning opening 50 is a bulging portion (decorative member) 55 that bulges from the surface of the game board 3, and the upper side 55a of this bulging portion 55 forms the downstream guiding portion of the right downward flow path 3c. When the large winning opening 50 is in a closed state (large winning opening closed state) by the opening / closing door 52b, a part of the downstream guiding portion (upper side 55a) of the right downward flow path 3c is formed by forming a surface continuous with the upper side 55a of this bulging portion 55. Also, in the downstream area of the right downward flow path 3c, in the area above the upper side 55a of the bulging portion 55, precisely in the game area above the large winning opening 50, a flow path correction plate 51d protrudes substantially parallel to the flowing direction of the game balls, and it functions to direct the flowing game balls toward the large winning opening 50.

[0036] (Process of game balls entering the large winning opening 50) The process of the game ball entering the large winning opening 50 is as follows. The game ball that has passed through the floating area between the upper surface of the center ornament 48 and the ball guide rail 5 flows down along the top surface (upper side) 55a of the bulging portion 55 that protrudes from the game board 3 and functions as a guide for the game ball. Then, the game ball contacts the right end of the flow path correction plate 51d that protrudes from the surface of the game board 3, whereby the flowing direction of the game ball is corrected to the direction (downward direction) of the large winning opening 50. At this time, if the large winning opening 50 is covered by the retractable opening / closing door 52b (large winning opening closed state), the game ball rolls over this, and further, by a gauge configuration (arrangement of game nails) not shown in the figure, it is guided in the direction of the tulip-type normal variation winning device 41 (lower starting opening 35). At this time, if the lower starting opening 35 is in a winning-enabled state (starting opening open state), the game ball can win the lower starting opening 35, but if the opening / closing door 52b has retracted into the game board surface and the large winning opening 50 is open (large winning opening open state), the game ball is guided into the large winning opening 50.

[0037] In addition, in the case of this embodiment, when the player aims at the special variation winning device 52 side for the firing position (when aiming so that the game ball passes through the right downward flow path 3c), the game ball is difficult to be guided or not guided to the upper starting opening 34 side. Therefore, in the "large winning opening closed state", it is made difficult or impossible to win each of the starting openings 34 and 35 unless the movable wing piece 47 of the normal variation winning device 41 operates.

[0038] When classifying whether the above winning means belongs to either of the left and right flow-down paths, that is, which flow-down path, the left flow-down path 3b or the right flow-down path 3c, the winning means belonging to the left flow-down path 3b include the upper start port 34, the lower start port 35, and the general winning ports 43a to 43d on the left side. The winning means belonging to the right flow-down path 3c include the upper start port 34, the lower start port 35, the normal symbol start port 37, the big winning port 50, and the general winning port 43e on the right side. Note that the lower start port 35 belongs to both the left flow-down path 3b and the right flow-down path 3c when the movable vane 47 is open (start port open state), and winning is possible from either the left or right flow-down path. However, since the movable vane 47 of the lower start port 35 is conditioned by the passage (winning) of the game ball through the normal symbol start port 37 located on the right side of the game area 3a, it can be said that it substantially belongs only to the right flow-down path 3c as a winning means. Also, the big winning port 50 belongs only to the right flow-down path 3c, and only the game balls from the right flow-down path 3c can win.

[0039] (Configuration with Advantage for Right Hits under Specific Conditions) In the gaming machine 1 of this embodiment, when a "right shot" is made with the aim of having the game ball pass through the right downward flow path 3c, the game ball is likely to win in the normal symbol start port 37, but the game ball is difficult to be guided or not guided to the upper start port 34 side. Therefore, in the "big winning port closed state", winning in each of the start ports 34 and 35 is difficult or impossible unless the movable wing piece 47 of the normal variable winning device 41 operates. However, when the following "state with electric support (easy winning state at the start port)" occurs, this movable wing piece 47 operates in an opening / closing pattern that is at least more advantageous than the normal gaming state (normal state). Therefore, in this state with electric support (electric support state), instead of a "left shot" with the aim of having the game ball pass through the left downward flow path 3b, a "right shot" with the aim of having the game ball pass through the right downward flow path 3c is advantageous. On the other hand, in the "state without electric support (difficult winning state at the start port)" which is a non-electric support state, instead of a "right shot" with the aim of having the game ball pass through the right downward flow path 3c, a "left shot" with the aim of having the game ball pass through the left downward flow path 3b is advantageous. That is, whether it is advantageous for the player to make a "left shot" or a "right shot" can change depending on the gaming state. Although details will be described later, the gaming states related to the state with electric support include a "time-saving state" and a "probability-variable state", and the gaming states related to the state without electric support include a "normal state" and a "hidden probability-variable state".

[0040] Each winning port such as the upper start port 34, the lower start port 35, the normal symbol start port 37, the big winning port 50, or the general winning ports 43a to 43e functions as a winning means arranged within the game area 3a. Further, detection sensors or detection switches such as the upper start port sensor 34a, the lower start port sensor 35a, the normal symbol start port sensor 37a, the big winning port sensor 52a, or the general winning port sensor 43h (corresponding to each of the general winning ports 43a to 43e) provided corresponding to each winning port function as "winning detection means" for detecting a game ball that has entered the winning means. Note that for each of the above-described winning means, the number, shape, formation position, etc. thereof can be appropriately changed according to the game properties. Also, regarding each winning means, whether a game ball flowing down the left downward path 3b or the right downward path 3c is made difficult to win, impossible to win, or possible to win can also be appropriately changed according to the game properties.

[0041] When a game ball wins at each winning port, the number of prize balls per one entered ball promised for each winning port is paid out from the game ball payout device (game ball payout means) 19 (see FIG. 3). For example, 3 prize balls are paid out for the upper start port 34, 1 prize ball for the lower start port 35, 0 (no prize balls) for the normal symbol start port 37, 15 prize balls for the big winning port 50, and 3 prize balls for the general winning ports 43a to e. Game balls that did not win at the above-described winning ports are discharged from the game area 3a through the out port 49. Here, "winning" means that the winning port takes in a game ball into its interior, or in the case of a winning port that is a passage-type gate (for example, the normal symbol start port 37) that does not have a structure for taking in a game ball into its interior, the game ball passes through that gate. Actually, when a game ball is detected by a detection sensor formed for each winning port, it is treated as if "winning" has occurred at that winning port. Also, the game ball related to this winning is also referred to as a "winning ball". Further, the winning ports (in this embodiment, the upper start port 34, the lower start port 35, the big winning port 50, the general winning port 43) that trigger the payout of prize balls are also referred to as "winning ports with prize balls".

[0042] <Movable accessory> In addition, in the game area 3a, a movable object accessory (movable object (accessory) effect means) that exhibits a dynamic effect according to its operation mode is disposed at a position that does not obstruct the flow of the game balls.

[0043] In the present embodiment, as the movable object accessory, a first movable object accessory 80 is disposed on the upper right side inside the center ornament 48, and a second movable object accessory 90 is disposed diagonally below and to the right thereof. The first movable object accessory 80 includes a clock face portion 81 composed of a digital display portion divided into 12 digital sectors with numbers from Roman numerals "I" to "XII", and clock hands 82 including an hour hand and a minute hand rotatably formed on the clock face portion 81, forming a "hanging clock portion" as a whole. In this sense, the first movable object accessory 80 is also referred to as a "clock-type accessory 80". The clock face portion 81 has full-color LEDs on the back side or inside for each sector partition location indicated by the hour hand, or the digital sectors themselves are composed of full-color LEDs, and each digital sector can emit light independently in different colors. This clock-type accessory 80 functions as at least two effect means, namely a movable object effect means (clock hands 82) and a light effect means (digital sectors).

[0044] In addition, the second movable object accessory 90 has a flower crown composed of a plurality of petals arranged around the flower center, and further has a calyx arranged around the outer periphery thereof to double the perianth, thus forming a flower-shaped portion 91 (first movable object 91) in the shape of a flower. The flower-shaped portion 91 is attached to the tip of an arm 92 (second movable object 92) capable of swinging motion, and is configured as a flower-shaped accessory 90 as a whole. The flower-shaped portion 91 has a plurality of petals rotatable about the flower center as the central axis.

[0045] This flower-shaped accessory 90 normally remains stationary at its original position (indicated by the solid line in FIG. 2) defined at the edge within the liquid crystal screen or at the side outside the liquid crystal screen. When predetermined operating conditions are met, the arm 92 tilts, and together with the arm 92, the flower-shaped part 91 moves to a position that covers the liquid crystal screen (indicated by the dashed line in FIG. 2). Then, when it moves to the effect position indicated by the dashed line in FIG. 2, the flower-shaped part 91 rotates at the tip of the arm, and the translucent flower center and petal parts are illuminated from behind by a lamp or full-color LEDs, enabling beautiful lighting effects. When the operation of the flower-shaped accessory 90 ends, it returns from the effect position of the dashed line to the origin position of the solid line. The flower-shaped part 91 can have multiple types of operation patterns as the rotation operation of the petals, such as high-speed rotation, low-speed rotation, reverse rotation, etc. The arm 92 can have multiple types of operation patterns in addition to the fully open tilting operation of tilting to the dashed line part, such as a semi-tilting operation of tilting to a predetermined tilting angle, a vibrating operation where the arm vibrates rattlingly, and a jogging operation. The above-described clock-shaped accessory 80 (clock hand 82) and flower-shaped accessory 90 (first movable body 91, second movable body 92) can be used in various effects such as the preview effect, setting suggestion effect, and demo effect described later.

[0046] <2. Control Device: FIG. 3> Next, referring to FIG. 3, the control device that controls the gaming operation of the gaming machine 1 according to the present embodiment will be described. FIG. 3 is a control block diagram showing the outline of the control device.

[0047] The control device of the gaming machine 1 according to the present embodiment includes a main control board (main control means) 20 (hereinafter referred to as the "main control unit 20") that comprehensively controls the control related to the entire gaming operation (gaming operation control), and an effect control board (effect control means) 24 (hereinafter referred to as the "effect control unit 24") that receives an effect control command from the main control unit 20 and comprehensively controls the execution (appearance) control of the effect by the effect means, a payout control board (payout control means) 29 that performs the payout control of the prize balls by the gaming ball payout device 19, and a power supply board (power supply control means (not shown)) that generates and supplies the necessary power (including the backup power) to each board of the gaming machine from an external power source. Further, a liquid crystal display device 36 as an image display device is connected to the effect control unit 24. In FIG. 3, the power supply route is omitted.

[0048] (2-1. Main control unit 20) The main control unit 20 is equipped with a microprocessor incorporating a CPU 201 (main control CPU), and in addition to a control program describing the game operation control procedure, it is equipped with a ROM 202 (main control ROM) for storing various data necessary for game operation control and a RAM 203 (main control RAM) that functions as a work area and buffer memory, and constitutes a microcomputer as a whole. The main role of the main control unit 20 is game operation control related to games including symbol variation display games (special symbol variation display games, normal symbol variation display games), and it comprehensively controls game processing (game progress processing) related to game progress.

[0049] Although not shown in the figure, the main control unit 20 also has a CTC (Counter Timer Circuit) that imparts a periodic interrupt, a pulse output creation function (bit rate generator) at a fixed period, and a time measurement function to the Z80 system, an interrupt controller circuit that exhibits an interrupt permission / interrupt prohibition function such as a timer interrupt that imparts an interrupt signal to the CPU, a reset circuit that detects power-on, power-off, or power abnormality, etc., and outputs a system reset signal to reset the CPU, a watchdog timer (WDT) circuit that monitors the abnormal operation of the control program, a designated area outside running prohibition (IAT) circuit that monitors whether the program is being correctly executed within a preset address range, and a counter circuit for generating a hardware random number (hard random number) within a certain range, etc.

[0050] Note that at least the main control unit (main control board) 20 and the payout control board (payout control unit) 29 start backup processing by receiving a voltage drop signal (power abnormality signal) from a power supply board (not shown) prior to power-off, so that the game operation before power-off can be resumed after power recovery (backup function). In this gaming machine 1, it is possible to hold the respective stored contents of the RAM for at least about several days.

[0051] The above counter circuit is configured to include a random number generation circuit that generates a random number and a sampling circuit that samples a random number value from the random number generation circuit at a predetermined timing, and operates as a 16-bit counter as a whole. The CPU 201 sends an instruction to the above sampling circuit according to the processing state, thereby obtaining the numerical value indicated by the above random number generation circuit as an internal lottery random number value (big win determination random number (random number size: 65536)), and using the random number value for the big win lottery. Note that the internal lottery random number is obtained by adding a software random number value generated by appropriate software processing to prevent acts such as targeting a win and a hardware random number value in order to prevent acts such as targeting a win.

[0052] Here, referring to FIG. 30, the memory spaces (RAM 203, ROM 202) provided in the main control unit 20 will be briefly described.

[0053] In the "program / data area" of the ROM 202, there are a "program within the area" that stores a control program required to execute game operation processing related to game progress (such as a symbol variation display game, prize winning management, a winning game, control of various game states, etc.), a "program outside the area" that stores a control program not directly related to the game progress, such as processing related to performance display, processing related to a type test signal, and specific error processing, which will be described later, and a data storage area that stores various fixed data related to the program. The RAM 203 is configured to include work areas corresponding to the above program within the area and program outside the area (for example, an in-area RAM area from address 0000H to 00FFH and an out-of-area RAM area from address 0100H to 01FFH). That is, in the storage area accessible by the CPU 201, there are provided an in-area ROM and an in-area RAM provided within a predetermined upper limit capacity, and an out-of-area ROM and an out-of-area RAM different from them. The in-area ROM and the out-of-area ROM are each composed of a control area in which a program is stored and a data area in which data is stored.

[0054] The "in-region program" stored in the control region of the in-region ROM refers to the data region of the same in-region ROM and can refer to and update the in-region RAM, but can only refer to the out-of-region RAM and cannot directly update it. Similarly, the "out-of-region program" stored in the control region of the out-of-region ROM refers to the data region of the same out-of-region ROM and can refer to and update the out-of-region RAM, but can only refer to the other in-region RAM and cannot directly update it. Therefore, when it is desired to update the data of the out-of-region RAM during in-region processing (during the execution of the in-region program) by the in-region program, it is necessary to call (invoke) the out-of-region program from the in-region program and update the data of the out-of-region RAM by the out-of-region processing (execution of the out-of-region program) by that out-of-region program.

[0055] Returning to the description of FIG. 3, the main control unit 20 is connected to an upper start port sensor 34a for detecting winning at the upper start port 34, a lower start port sensor 35a for detecting winning at the lower start port 35, a normal symbol start port sensor 37a for detecting the passage of a game ball through the normal symbol start port 37, a big winning port sensor 52a for detecting winning at the big winning port 50, a general winning port sensor 43h for detecting winning at the general winning port 43, and a specific region sensor 51a for detecting winning at the V winning port (specific region). The main control unit 20 receives the detection signals from these sensors and ascertains through which winning port the game ball has won (entered).

[0056] In addition, an OUT monitoring sensor 49a for detecting game balls (out balls) discharged from the gaming machine through the out port 49 and each winning port is connected to the main control unit 20, and the main control unit 20 can receive the detection signal thereof. The main control unit 20 includes a functional unit (out ball counting means) capable of counting the number of out balls based on the detection signal from the OUT monitoring sensor 49a. The number of out balls is one of the "game achievement information" defined by a specific value. For example, if "the cumulative number of out balls today is 30,000 shots", game achievement information such as "the gaming machine 1 has been operating for 300 minutes today" can be obtained according to the relational expression of "operating time = cumulative number of out balls (pieces) / launch performance (100 shots per minute)". In the case of this embodiment, the number of out balls is used for calculating the "base value" (one of the game achievement information) described later.

[0057] In addition, although not shown in the figure, a fraud detection sensor (for example, a vibration sensor, a radio wave sensor, a magnetic sensor) for detecting fraud against the gaming machine 1 is connected to the main control unit 20, and the main control unit 20 can monitor fraud against the gaming machine based on the detection signal from the fraud detection sensor.

[0058] In addition, a normal electric accessory solenoid 41c for opening and closing the movable wing piece 47 of the lower start port 35 and a big winning port solenoid 52c for opening and closing the opening door 52b of the big winning port 50 are connected to the main control unit 20, and the main control unit 20 can transmit control signals for driving and controlling these.

[0059] In addition, special symbol display devices 38a and 38b are connected to the main control unit 20, and the main control unit 20 can transmit control signals for displaying and controlling special symbols 1 and 2. In addition, a normal symbol display device 39a is connected to the main control unit 20, and the main control unit 20 can transmit control signals for displaying and controlling normal symbols.

[0060] In addition, a composite display device 38c, a right hit display device 39b, and a round number display device 39c are connected to the main control unit 20, and the main control unit 20 can transmit control signals for displaying and controlling various information displayed thereon.

[0061] Also, a frame external terminal board 21 is connected to the main control unit 20. The main control unit 20 can output one or more outer end signals (signals including specific information) to external devices such as a hall computer HC and a data counter DT (not shown) provided outside the gaming machine via the frame external terminal board 21. The gaming information included in the outer end signal includes, for example, winning game start / end information, winning information, special symbol variation start / variation stop information, prize ball number information, various security information (illegal act detection information, occurrence information such as RAM clear occurrence, door opening, setting change in progress, setting confirmation in progress, etc.). The above-mentioned "data counter DT" is a gaming information notification device capable of notifying specific information related to the gaming machine, such as the number of jackpot occurrences, the number of executions of the symbol variation display game (number of symbol variations), and the number of game executions between jackpots, based on the gaming information included in the outer end signal, and is usually installed at the upper part of the gaming machine. Also, the above-mentioned "hall computer HC" is a management computer dedicated to the game parlor that monitors and collects the state of the gaming machine (various information such as the number of games, the number of balls discharged, the number of jackpot occurrences, errors, etc.) based on the gaming information included in the outer end signal and comprehensively manages the operation (operation) status of the gaming machines installed in the pachinko hall. Also, the above-mentioned "data counter DT" is equipped with a "call button" for calling a pachinko hall staff member. When the call button is operated, the data counter DT can notify the fact using its own light-emitting means or the like. Also, the detection signal of the call button can be transmitted to the hall computer HC.

[0062] Note that the above-mentioned "call button" may be installed on the gaming machine 1, and for example, it can be provided at an appropriate position of the upper receiving tray unit 8. In this case, the detection signal from the call button is configured to be transmissible to the external device from the external terminal board 21 for the payout frame described later.

[0063] In addition, the main control unit 20 can output a type test signal for specifying the gaming operation in real time in response to a type test (a test related to the type of a gaming machine based on the rules regarding the certification of gaming machines and the verification of types, etc.) conducted by the Security Electronic Communication Technology Association (Hokuto-Kyo). When installing a gaming machine that conforms to the type test in a pachinko parlor, any change to the control program that conforms thereto is not permitted at all. For this reason, even after installation in the pachinko parlor, processing related to the type test signal is executed (the test firing test signal terminal management process (see step S823 in FIG. 19) in the out-of-range processing within the timer interrupt described later).

[0064] Also connected to the main control unit 20 are a RAM clear switch 98 for initializing a predetermined area (in-area memory) of the RAM 203, a setting key switch 94 that can be switched between a "setting change allowed state (ON operation)" that allows a change operation of a set value by inserting and performing an ON / OFF operation on a setting key, and a "setting change prohibited state (OFF operation)" that prohibits the setting change operation, and a setting change switch 95 for changing a "set value" described later under the setting change allowed state. The main control unit 20 can receive detection signals from these switches.

[0065] Note that both the RAM clear switch 98 and the setting change switch 95 can be operated by the operator. However, from the perspective of preventing improper acts, they are disposed at appropriate positions inside the gaming machine that cannot be visually recognized from the outside, and an ON / OFF operation from outside the gaming machine is impossible unless the front frame 2 is opened.

[0066] Also connected to the main control unit 20 is a setting display 97 (setting display means) for displaying set value information, and the main control unit 20 can transmit a control signal for controlling the display thereof. The setting display 97 according to the present embodiment is composed of one 7-segment display. The setting display 97 is mounted at an appropriate position inside the gaming machine, for example, on the control board or on the board case protecting the same, so that the set value cannot be visually recognized from the outside.

[0067] (Regarding the set value) The main control unit 20 has a "setting change function" that can change the expected value (profit) of the profit given to the player, such as the payout rate (so-called "machine cut", "PAYOUT rate"), by stages, and is called a "type with setting function". The above "setting value" is a value indicating this stage. This setting value can be confirmed by the setting display 97 and is appropriately set by the hall staff based on the business strategy of the pachinko parlor (game store).

[0068] The "setting value" is, for example, a value that stipulates the lottery probability (winning probability) of a big win (a winning type in which the conditional device described later operates) by stages. The higher the setting value, the higher the lottery probability (big win winning probability) of the big win is set, and it acts favorably on the player. Such a setting value can be provided with at least two stages (at least a first setting value and a second setting value). For example, when six setting values from setting 1 to 6 are provided, the big win winning probability at the time of low probability can be 1 / 280 for setting 1, 1 / 275 for setting 2, 1 / 270 for setting 3, 1 / 265 for setting 4, 1 / 260 for setting 5, and 1 / 251 for setting 6, etc. That is, the higher the setting value, the easier it is to win a big win (the machine cut becomes higher), and it acts favorably on the player. When the big win lottery probability is in a high probability state (when the special symbol probability variation function described later operates), the probability can rise to a value not exceeding 10 times. However, the increase rate may be the same or different for each setting value. In the case of this embodiment, the increase rate is the same for each setting value. In the above example, if the big win lottery probability at the time of low probability is setting 1 to 6 = 1 / 280 to 1 / 251 and the increase rate is 5 times, the big win lottery probability at the time of high probability is setting 1 to 6 ≒ 1 / 56 to 1 / 50.

[0069] In addition, when multiple types of big wins are provided, at least the winning probability of one specific big win can be changed according to the set value. For example, when there are four types of big wins, namely big wins 1 to 4, as the set value becomes relatively higher, the winning probabilities of all of big wins 1 to 4 can be configured to increase, or only the winning probabilities of big wins 1 to 3, which are some of the big wins, can be configured to increase (in this case, the winning probability of big win 4 is the same for all set values), or only the winning probability of a specific big win (for example, only big win 1) can be configured to increase (in this case, the winning probabilities of big wins 2 to 4 are the same for all set values). Also, as the set value becomes relatively higher, the total winning probability of big wins 1 to 4 can be configured to increase. Further, the winning probability of a small win type that does not trigger the operation of the condition device may be changed according to the set value in the same manner as in the above-described big win cases, or may be set to the same winning probability for all settings.

[0070] Thus, the "set value" means a grade related to the occurrence (winning) probability (ease of occurrence) of a specific event such as a big win, and is a value that stipulates events affecting mechanical division in stages. The main control unit 20 can include setting means capable of setting a set value related to the winning probability of a specific event as a functional unit related to the set value.

[0071] (Regarding the operation of changing the set value) In this embodiment, when the power is turned on, if at least the setting key switch 94 and the RAM clear switch 98 are in the ON state, it is controlled to the setting change allowable state. When the power is turned on by other switch operations, it is controlled to the setting change prohibited state. During this setting change allowable state, each time the setting change switch 95 is turned on, the current display value of the setting display 97 is cyclically switched and displayed within the usage range of settings 1 to 6, such as "1 → 2 → 3 → 4 → 5 → 6 → 1 → 2 → 3 → ···". When the desired setting value is displayed, if the setting key switch 94 is turned off (setting confirmation operation), the current display value is confirmed as the current setting value, and the setting value data is stored in a predetermined area (setting value storage area) of the RAM 203. When the setting key switch 94 is operated from the current ON to OFF, the setting change allowable state ends, and thereafter, the game starts under the confirmed setting value.

[0072] (Setting-free type, one-step setting type) Note that the present invention is also applicable to a gaming machine of the "setting-free type" that does not have a setting value. In the case of a setting-free gaming machine, since there is no setting value itself, there is no need to provide a setting value storage area.

[0073] Furthermore, the present invention is also applicable to a gaming machine of the "one-step setting type" in which the setting value cannot be switched in multiple steps and only one setting value is provided. This "one-step setting type" means the same type as the above "type with setting function" in that operations related to the setting value such as setting change operations are possible, but only one setting value can be selected. It is mainly used to provide compatibility and versatility between models and simplify the design of new models between the "type with setting function" and the "setting-free type". This "one-step setting type" is substantially the same as a "setting-free gaming machine" in that there is only one step of the setting value. In the case of the "one-step setting type", even if the setting change switch 95 is operated, only one setting value is displayed on the setting display 97, such as "1 → 1 → 1 → 1 → ···", and only one setting value can be selected.

[0074] In addition, the main control unit 20 can transmit various effect control commands to the effect control unit 24 according to the processing state. However, in order to prevent any improper behavior from the outside, the main control unit 20 is configured for one-way communication that only transmits signals to the effect control unit 24 and cannot receive signals from the effect control unit 24.

[0075] (Regarding the performance display 99) In addition, a performance display 99 (information display means), which notifies the main control unit 20 of information related to the game results during a predetermined period (specific game period) (hereinafter referred to as "performance information"), is connected to the main control unit 20, and the main control unit 20 can transmit a control signal for displaying this information.

[0076] The performance display 99 of the present embodiment is composed of a plurality of 7-segment LEDs. Specifically, four 7-segment LEDs (7-segment displays 99a to 99d) in which the display unit and the circuit unit are unitized are arranged horizontally, and for example, they are mounted on the main control board 20 to form a display capable of displaying four-digit numbers. Each 7-segment LED also has a decimal point DP (dot) below the 7-segment number.

[0077] The above-mentioned "performance information" is mainly information used by pachinko parlors and related agencies for confirmation, investigation, etc. For example, it is information for investigating whether there is any abnormality in the ball output performance due to improper adjustment of the game pins or any improper behavior, or whether the original ball output performance (designed ball output performance) of the gaming machine is being properly exerted. In other words, it is "information related to game achievements (game achievement information)". Therefore, it is information that is not directly related when a player enjoys the game. For this reason, the performance display 99 is mounted at an appropriate position inside the gaming machine, for example, on the control board or on the board case that protects it.

[0078] (Specific examples of performance information) Here, the performance information is not particularly limited as long as it is useful game achievement information. For example, one or more of various information shown in the following (Situation 1) to (Situation 4) can be adopted.

[0079] (Situation 1) Information (specific ratio information) based on the value (α / β) obtained by dividing the total number of paid-out balls (total number of prize balls during specification: α balls) paid out due to winning in a specified counting target (measurement target) interval by the total number of out balls (number of out balls during specification: β balls) in the counting target interval can be adopted as performance information. Such specific ratio information is useful as an index for evaluating the ball payout performance of a gaming machine.

[0080] (Situation 1-1) The above-mentioned "total number of paid-out balls" is the total value of the game balls (prize balls) paid out when winning at a winning port (upper start port 34, lower start port 35, general winning port 43 (43a to 43e), big winning port 50). In the case of this embodiment, the upper start port 34 is 3, the lower start port 35 is 3, the big winning port 50 is 15, and the general winning port 43 is 6. The total number of out balls is the number of game balls (the number of game balls detected by the OUT monitoring switch 49a) launched from the launching device 32 into the game area 3a.

[0081] (Situation 1-2) Also, as the above-mentioned "counting target interval", for example, a specific gaming state (a specific gaming state focusing on YJ and / or Tcode) can be adopted. Specifically, focusing on the "internal gaming state (YJ)" described later, it includes the normal state, time-saving state, potential probability state, time-saving state, micro time-saving state, probability variation, in addition to during big win gaming (condition device ON), during V win gaming (condition device ON), during small win gaming (small win middle flag ON), etc. Also, focusing on the "gaming mode (Tcode)" described later, it includes the heaven mode, hell mode, consecutive win mode, etc. (Details of various gaming states and gaming modes will be described later). Regarding which gaming state to adopt as the counting target interval, it can be appropriately determined according to the performance information to be obtained. Also, the counting target interval may be not only one gaming state but also a plurality of gaming states. For example, "normal state and micro time-saving state", "all gaming states except during win gaming", "all gaming states", etc.

[0082] (Situation 1-3) Also, as the counting target interval for performance information, instead of focusing on gaming states such as during the normal state, during the time-saving state, or during a big win as described above, the following counting target intervals may be adopted. (Case 1-3A: Focusing on the Probability of a Big Win) The period of "low probability state and / or high probability state" can be the object of counting. For example, it can be a "gaming state related to the low probability state", a "gaming state related to the high probability state", etc. (Case 1-3B: Focusing on the Presence or Absence of the Electric Support State) The period of "state with electric support and / or state without electric support" can be the object of counting. For example, it can be a "gaming state related to the state without electric support", a "gaming state related to the state with electric support", etc. (Case 1-3C: Focusing on the Probability of a Big Win and the Presence or Absence of the Electric Support State) For example, it can be a "gaming state related to 'low probability state + state without electric support'", a "gaming state related to 'high probability state + state without electric support'", a "gaming state related to 'low probability state + state with electric support'", a "gaming state related to 'high probability state + state with electric support'", etc.

[0083] (Case 1-3D) During the big win game due to a big win (including a jackpot win), it is controlled to be in the low probability state, and during the small win game due to a small win, the gaming state at the time of winning is continued. However, when it is desired to measure the "period of a pure low probability state", the period excluding "the win game" and "the high probability state" can be set as the counting target section. In this example, if the gaming state at the time of a small win is the low probability state, it may or may not be included in the counting target. The details of the big win type, small win type, and these win games will be described later. Also, when it is desired to measure the period of the low probability state or the high probability state excluding both the big win game and the small win game, the period excluding all win games can be set as the counting target section.

[0084] (Case 1-4) Also, as the above-mentioned "total payout number", the number obtained by excluding one or more specific winning ports from the counting target can be used as the total payout number (total payout number excluding specific winning ports). For example, among each winning port, the number obtained by excluding the big winning port 50 from the counting target can be used as the total payout number (in this case, it is substantially the number obtained by excluding the win period from the counting target).

[0085] (Situation 2) Also, as performance information, one or more of the total number of payouts, the total number of payouts excluding specific winning openings, the total number of balls out, the total number of balls launched, the total number of balls obtained, and the net increase (difference in balls) may be counted, and the count result may be adopted as performance information.

[0086] (Situation 3) The ratio of accessory operation during a predetermined gaming period may be used as performance information. The predetermined gaming period can be a predetermined number of games (for example, among the latest 6000 games, cumulative number of games (cumulative 17500 games or more, cumulative 175000 games or more, etc.), a predetermined period (for example, from power-on to power-off), or a predetermined time (such as 10 hours after power-on) (the same applies to (Situation 4) to (Information 5) described later). The "ratio of accessory operation (%)" is the ratio that the game balls paid out by the operation of the electric accessory account for among the game balls paid out from the gaming machine. The ratio of accessory operation is calculated as "(total number of payouts during accessory operation / total number of payouts) × 100" (in this example, rounding down the decimal part). Note that the accessory refers to a normal electric accessory, a first type of special electric accessory, a first type of non-special electric accessory, an accessory continuous operation device related to the first type of special electric accessory, etc. As a display mode of the ratio of accessory operation, for example, on the identification segment side, "7Y." is displayed, and on the ratio segment side, the current ratio of accessory operation (for example, if it is 69%, then "69") is displayed. Note that if it is less than the predetermined gaming period (for example, less than 6000 games), the identification segment is blinked. Also, if it is equal to or more than a predetermined value (for example, 70% or more), the ratio segment can be blinked, and when it reaches 100%, the ratio segment can be blinked as "99".

[0087] (Situation 4) The ratio of consecutive accessory operation during a predetermined gaming period may be used as performance information. The "Continuous Device Ratio (%)" is the ratio of the game medals paid out by the gaming machine that are paid out due to the operation of the continuous device operation device. The continuous device ratio is calculated as "(Total number of medals paid out during operation of the continuous device operation device / Total number of medals paid out) × 100" (rounded down to the nearest whole number). As a display mode of the continuous device ratio, for example, on the identification segment side, it is displayed as "6Y.", and on the ratio segment side, the current continuous device ratio (for example, "59" if it is 59%) is displayed. In addition, when the number of games is less than a predetermined number of games (for example, less than 6000 games), the identification segment is displayed in a blinking manner. Also, when it is equal to or greater than a predetermined value (for example, 70% or more), the ratio segment is displayed in a blinking manner, and when it reaches 100%, the ratio segment can be displayed in a blinking manner as "99".

[0088] (Emotion 5) The ratio of the device in the total number of games (cumulative number of games) may be used as performance information. As a display mode of the ratio of the device in the total number of games (cumulative number of games), for example, on the identification segment side, it is displayed as "7A.", and on the ratio segment side, the current ratio of the device (for example, "69" if it is 69%) is displayed. However, when the total number of games is less than a predetermined number of games (for example, less than 17500 games), the identification segment is displayed in a blinking manner. Also, when the ratio of the device is equal to or greater than a predetermined value (for example, 70% or more), the ratio segment is displayed in a blinking manner.

[0089] Naturally, depending on the one or more performance information adopted, the counting target intervals of the count values used for calculating the performance information are different. As the count values used for calculating the performance information, for example, when the total number of medals paid out in the normal state and the short-time state, the cumulative number of out balls in the normal state and the short-time state, and the total number of out balls in all game states are required, the counting target intervals of the total number of medals paid out and the cumulative number of out balls are the normal state and the short-time state, and the counting target interval of the total number of out balls is all game states.

[0090] (Regarding the counting target interval according to this embodiment) As described above, various types of information can be adopted as the performance information. In this embodiment, the "normal state" and the "short-time state" are defined as the counting target intervals (the gaming states to be counted). Then, the total number of payouts (hereinafter referred to as the "normal payout number") during these gaming states and the cumulative number of out balls (hereinafter referred to as the "normal out number") during the same gaming states are measured in real time, and the value obtained by multiplying the value obtained by dividing the normal payout number by the normal out number by 100 (the base value (normal base value) calculated by normal payout number ÷ normal out number × 100) is adopted as the above "performance information" and is displayed in a predetermined manner by the performance display 99. Also, the above "base value" is such that the value obtained by rounding off the first decimal place is displayed on the performance display 99 as the performance information.

[0091] Therefore, the data of the normal payout number, the normal out number, and the base value (normal base value) are each stored (memorized) in the corresponding areas of the RAM 203 (the normal payout number storage area, the normal out number storage area, the specific ratio information storage area). However, it is not simply measured permanently and the performance information is displayed. When the total number of out balls reaches a predetermined specified number (for example, 60,000), the measurement is once terminated, and the base value at the time of termination of the measurement is stored as history information in a predetermined area (performance display storage area) of the RAM 203 (store the base value of this time). Note that the above "total number of out balls (60,000)" that triggers the end of the measurement of the base value of this time is not the normal out number, but the total number of out balls (hereinafter referred to as the "total state out number") during all gaming states (including during winning games). This total state out number is also measured in real time and stored in the corresponding area (total state out number storage area) of the RAM 203. Hereinafter, for the convenience of explanation, unless particularly necessary, the above-mentioned "normal payout number storage area, normal out number storage area, specific ratio information storage area, total state out number storage area" (the RAM area that stores the data group related to the calculation of the performance information) may be collectively referred to as the "counting information storage area".

[0092] Note that the processing program related to display control and base values and its work area in the performance indicator 99 are defined in an area different from the area (in-memory area (in-ROM, in-RAM)) that the CPU 201 accesses during processing related to normal game progress (for example, symbol variation display games (special symbol variation display games, normal symbol variation display games), winning management, winning games, control of various game states, etc.) (out-of-memory area (out-ROM, out-RAM)).

[0093] When there are a plurality of count target intervals including the first count target interval (normal state) and the second count target interval (micro short state) as in this embodiment, for the count values (count values used for calculating performance information) related to each count target interval, they may be stored in a storage area (hereinafter also referred to as "individual storage area") defined for each count target interval. For example, as the count values (hereinafter also referred to as "individual count values") related to each count target interval, the first count target interval payout count (normal state payout count), the first count target interval out count (normal state out count), the second count target interval payout count (micro short state payout count), and the second count target interval out count (micro short state out count) are each counted (first count interval payout count means, first count interval out count means, second count interval payout count means, second count interval out count means), and storage areas for storing these values can be provided respectively. Note that the normal state payout count and the micro short state payout count are one aspect of the count values belonging to the normal payout count, and the normal state out count and the micro short state out count are one aspect of the count values belonging to the normal state out count.

[0094] Also, based on the count values of the above-mentioned individual memory areas, base values (hereinafter also referred to as "individual base values") for each of the first counting target interval (normal state) and the second counting target interval (micro short state) are calculated, and storage areas (the first individual base value storage area, the second individual base value storage area) for storing these base values (normal state base value, micro short state base value) may be provided. In this case, the normal state base value and the micro short state base value may be calculated, and their average value may be used as the base value of the display target. In this way, when configured to be able to store the count values and base values determined for each counting target interval, the individual count values and individual base values can be managed. In this case, there is also an advantage that the individual count values and / or individual base values can be set as the display target.

[0095] After the total number of out balls reaches a predetermined specified number and the current base value is stored as history information, the count information storage area used in this measurement is cleared (initialized), and the measurement and calculation of the new normal payout number, normal out number, total state out ball number, and base value are started. As a result, the current base value is stored as history information, and the next performance information is measured, calculated, and stored in real time.

[0096] Note that, from the first power-on or when all clear of the external RAM, until the total number of out balls in all states reaches a predetermined number (for example, 299), only the total number of out balls in all states is counted as a test interval (pre-measurement period), and base values and the like are not measured. This is considered in view of performing an operation test when a gaming machine is first installed in a pachinko parlor. For example, it may be necessary to manually insert a game ball into the start port to check the operation or to conduct a trial play, and it is necessary to exclude the winning balls and out balls resulting from such operation tests from the counting targets. Therefore, the first (first time) measurement starts after the end of the above test interval.

[0097] Also, when the total number of all status outs reaches a predetermined specified number (here, 60,000) since the start of the first (the first time) measurement, the base value at this time (the first base value) is stored in the performance display storage area of the RAM 203, and for the second measurement, the current normal payout number, the normal out number, and the total number of all status outs are each cleared (measurement data initialization process). That is, every time the specified number of 60,000 is counted, the current base value is memorized, and for the measurement of the next base value, the normal payout number, the normal out number, and the total number of all status outs during measurement are cleared.

[0098] Regarding the past base value (history base value) as the above history information and the base value currently being measured in real time (real-time base value), these base values are alternately switched and displayed every predetermined time (for example, 5 seconds). In the present embodiment, among the four 7-segment LEDs (7-segment displays) 99a to 99d, the two 7-segment LEDs 99a and 99b on the left half of the front are made to function as an 'identification display unit (identification segment)' that displays identification information capable of identifying whether it is the'real-time base value' being measured in real time or the 'history base value' of the history information, and the two 7-segment LEDs 99c and 99d on the right half of the front are made to function as a 'base display unit (ratio segment)' that displays the base value.

[0099] The identification display unit (identification segment) is displayed as follows, for example. (1) When displaying the real-time base value: "bL." (2) When displaying the history base value: "b6." (3) During the test period: "--"

[0100] Also, the base value is rounded to the first decimal place and then displayed on the numerical display section. However, if the rounded value has three or more digits, "99." indicating overflow is displayed on the base display section. For example, if the real-time base value is 31, it is displayed as "bL.31", if the history base value is 29, it is displayed as "b6.29", and if there is an overflow, it is displayed as "bL.99" or "b6.99". Note that since the test period is the period before the start of measurement, "----" is lit on the identification display section and the base display section (all seven-segment LEDs 99a to 99d are displayed as "-"). As described above, it is possible to identify the difference in the display content, such as whether the currently displayed content is the real-time base value or the history base value.

[0101] In addition, the history base value may be configured to display not only the previous base value but also the base values of specific previous times (such as the time before the previous time or three times before), and it can be appropriately determined how many previous base values to display. For example, multiple measurement periods can be switched and displayed at predetermined time intervals, such as "Third history base value (measurement result three times before)", "Second history base value (measurement result of the time before the previous time)", "First history base value (measurement result of the previous time)", "Real-time base value (base value of this time)". In this case, in order to identify the measurement results of each section, the display of the identification display section can be set to different display modes. For example, if it is the "Third history base value", the identification display section is displayed as "b3.", if it is the "Second history base value", the identification display section is displayed as "b2.", if it is the "First history base value", the identification display section is displayed as "b1.", and if it is the "Real-time base value", the identification display section is displayed as "bL.". Also, when displaying the test section, the identification display section displays "--". Also, in the performance indicator 99, when displaying one or more pieces of performance information, as long as the performance information can be identified, the display mode can be freely determined. Also, when displaying multiple pieces of performance information, the timing for switching and displaying from one piece of performance information to another can also be freely determined in the same way.

[0102] In addition, in this specification, "measurement" can be replaced with the words "calculation" or "counting", "calculation" can be replaced with the words "measurement" or "counting", and "counting" can be replaced with the words "measurement" or "counting".

[0103] Also, a payout control board (payout control unit) 29 is connected to the main control unit 20. A firing control board (firing control unit) 28 that controls the launcher 32 and a game ball payout device 19 that pays out game balls are connected to this payout control board 29. A computer circuit including a one-chip microcomputer is mounted on the payout control board 29.

[0104] The main role of the payout control board 29 is to receive a payout control command from the main control unit 20, control the payout of bonus balls by the game ball payout device 19 based on the payout control command, and transmit information (status signal) regarding the payout operation status to the main control unit 20. When it is necessary to pay out balls, the main control unit 20 can transmit a control command regarding payout (a "payout control command" that specifies the number of bonus balls) to the payout control board 29. On the other hand, the payout control board 29 can transmit the above status signal (status command) to the main control unit 20.

[0105] The payout control board 29 is connected to a full detection sensor 60 that detects the storage state of the game balls stored in the upper receiving tray 9 (whether the upper receiving tray 9 is in a full state or not), and a door opening sensor 61 that detects the open / closed state of the door structure (in this embodiment, the "front frame 2" and / or the "glass door 6"). The payout control board 29 can receive detection signals from these sensors. The door opening sensor 61 according to this embodiment functions as a door opening detection means. For example, when the front frame 2 or the glass door 6 is opened forward with respect to the outer frame 4, it becomes an ON state (ON when opened), and when closed, it becomes an OFF state (OFF when closed). Note that the door opening sensor 61 may be a sensor that can detect the glass door 6 and the front frame 2 individually. For example, the opening and closing state of the front frame 2 may be detected by the first door opening sensor 61, and the opening and closing state of the glass door 6 may be detected by the second door opening sensor 61. Also, when the glass door 6 and the front operation panel 7 are each independently openable and closable door structures, the opening / closed state of the front frame 2, the glass door 6, and the front operation panel 7 may be configured to be detectable. In any case, for a door structure that can be opened and closed forward with respect to the gaming machine 1 (outer frame 4), especially a door structure through which the inside of the gaming machine is opened, it is extremely important from the viewpoint of preventing fraud to provide a sensor that can detect its open / closed state. In this embodiment, the detection signal from the door opening sensor 61 is input to the payout control board 29, and the payout control board 29 notifies the main control unit 20 of the open / closed state of the door structure. However, the present invention is not limited to this, and the detection signal from the door opening sensor 61 may be directly input to the main control unit 20.

[0106] The payout control board 29 can also receive detection signals from a replenishment depletion detection sensor 19a that detects a shortage in the supply of game balls and a ball counting sensor 19b that detects the game balls (bonus balls) to be paid out. The payout control board 29 can also transmit a control signal for controlling the payout motor 19c (a motor that drives the ball payout mechanism unit) of the game ball payout device 19.

[0107] The payout control board 29 can transmit various status signals based on the detection signals from the full detection sensor 60, door open sensor 61, replenishment depletion detection sensor 19a, and ball counting sensor 19b as the above status signals. These status signals include a "ball jam signal" indicating a full state, a "door open signal" indicating the open / closed state of the front frame 2 and the glass door 6, a "replenishment depletion signal" indicating a shortage of game balls supplied from the game ball payout device 19, a "counting error signal" indicating a shortage of paid-out prize balls or an abnormality in the ball counting sensor 19b, a "payout completion signal" indicating that the payout operation has been completed, etc., and is configured to be able to transmit various status signals. The main control unit 20 monitors the open state of the door (door open error), whether the payout operation of the game ball payout device 19 is normal (replenishment depletion error), the full state of the upper tray 9 (upper tray full error (ball jam error)), etc. based on these status signals. In the above description, it was explained that the detection signal (door open signal) from the door open sensor 61 is input to the main control unit 20 via the payout control board 29, but it may also be configured to be directly input to the main control unit 20 without passing through the payout control board 29.

[0108] Note that although a launch control board (launch control unit) 28 is connected to the payout control board 29, in the case of this embodiment, it means that a launch control IC is mounted on the payout control board 29, and the transmission of the launch control signal to the launch control board 28 has a circuit configuration in which the main control unit 20 directly performs it. The main control unit 20 is configured to be able to transmit a launch control signal to the launch control IC (launch control board 28) on the payout control board 29, and directly controls the launch operation of the launch device 32 by controlling the "ON (output = launch operation permitted state) / OFF (output stop = launch operation prohibited state)" of the launch control signal by the main control unit 20. Note that the main control unit 20 continues to output the launch control signal after the power is turned on when the game start conditions are met (see step S039 in FIG. 8B described later), but stops the launch control signal (launch control signal OFF) when it determines that a specific error (for example, a door open error, etc.) has occurred.

[0109] Based on the fact that the emission control signal from the main control unit 20 is output (emission control signal ON), the emission control board 28 controls the energization of an emission solenoid (not shown) provided in the emission device 32, and realizes the emission operation of the game ball, such as the striker (not shown) in the emission device 32 repeatedly operates to continuously emit the game ball by operating the emission operation handle 15. Therefore, when the emission permission signal is not output (when the emission control signal is OFF), no matter how the emission operation handle 15 is operated, the emission operation will not be performed, and the game ball will not be emitted. The emission control board 28 can receive the detection signal (ON (touch state) / OFF (non-touch state)) from a touch sensor (not shown) provided on the emission operation handle 15 and the detection signal from an emission stop switch (not shown) provided on the emission operation handle 15. When it is detected by the touch sensor that the player is not touching the handle (non-touch state), or when the emission stop switch provided on the emission operation handle 15 is operated (emission stop switch ON state), even if the emission control board 28 receives the emission control signal from the main control unit 20, the emission operation by the emission device 32 will not be performed. Also, the strength of hitting out the game ball can be changed according to the operation amount of the emission operation handle 15.

[0110] (2-2. Effect Control Unit 24) The performance control unit 24 is configured around a microcomputer that incorporates a microprocessor with a built-in CPU 241 (performance control CPU), and includes a ROM 242 (performance control ROM) that stores performance data and programs required for performance control processing, and a RAM 243 (performance control RAM) that functions as a work area and buffer memory. In addition, it includes an audio control unit (audio) control unit (Audio Processor), an RTC control unit (Real Time Clock) that manages calendar information regarding the current time (time information in real time) and / or date (month, day, day of the week), a counter circuit for generating a certain range of hardware random numbers (16-bit counter, 8-bit counter), an interrupt controller circuit, a reset circuit, a WDT circuit, etc., and controls all performance operations. Also, similar to the main control unit 20, the performance control unit 24 also has a backup function and a random number generation means (random number generation means for performance lottery) related to performance lottery.

[0111] The main roles of this performance control unit 24 are to receive performance control commands from the main control unit 20, select and determine performances based on the performance control commands, control the image display of the liquid crystal display device 36, control the sound of the speaker 46, control the light emission of various performance LEDs (decoration lamp 45, button LED 13b, other performance LEDs), control the operations of various movable object props (clock-shaped prop 80, flower-shaped prop 90), etc.

[0112] In addition, the production control unit 24 includes a display control unit (not shown) that controls the display of the liquid crystal display device 36 (image display production control). This display control unit is mainly composed of a VDP (video processing unit) that controls all video output processes such as image expansion processing and image drawing, an image ROM that stores image data (production image data) for which the VDP performs image expansion processing, a VRAM (Video RAM) that temporarily stores the image data expanded by the VDP, a liquid crystal control CPU that outputs control data necessary for the VDP to perform display control, a liquid crystal control ROM that stores a program describing the display control operation procedure of the liquid crystal control CPU and various data necessary for the display control, and a liquid crystal control RAM that functions as a work area and a buffer memory. The CPU 241, ROM 242, and RAM 243 can function as the liquid crystal control CPU, liquid crystal control ROM, and liquid crystal control RAM, respectively.

[0113] In addition, in order to execute light production, sound production, or movable object production (prop movement production), etc., the production control unit 24 includes a light display control unit (lamp control unit) for the light display device 45a including various production LEDs such as the decorative lamp 45 and the button LED 13b, an acoustic control unit (voice processing unit) for the acoustic generating device 46a including the speaker 46, and a drive control unit (prop control unit (motor drive circuit)) for the movable object props (clock-shaped prop 80, flower-shaped part 91, arm 92) to operate the movable object motors 80c, 91c, 92c.

[0114] In addition, a position detection sensor 82a for monitoring the operation of the movable object prop is connected to the production control unit 24, and the production control unit 24 monitors the current operation position (for example, the movement amount from the origin position) of the movable object prop based on the detection information from the position detection sensor 82a and controls its operation mode. In addition, the production control unit 24 monitors malfunctions in the operation of the movable object prop based on the detection information from the position detection sensor 82a, and if a malfunction occurs, it performs a predetermined error notification process.

[0115] The effect control unit 24 is connected to an effect button switch 13a that detects operations of the effect button 13 and direction key switches 75a' to 75d' that detect operations of the direction keys 75 (75a to 75d), and the effect control unit 24 can receive operation detection signals from these effect button 13 and direction keys 75.

[0116] When the effect control unit 24 receives an effect control command sent from the main control unit 20, based on the information included in the command, it selects or uniquely determines one from a plurality of types of pre-prepared effect patterns by lottery, and controls various effect means at the necessary timing to present the target effect. As a result, display of an effect image by the liquid crystal display device 36 (image display effect), reproduction of sound from the speaker 46 (sound effect), lighting and blinking drive of the decorative lamp 45 and other effect LEDs (light effect) are realized, and various effect patterns (such as a changing display operation of a decorative pattern and a preview effect) are developed in time series, thereby realizing an "effect scenario" in a broad sense. Further, during a predetermined operation reception valid period, the effect control unit 24 is configured to be able to identify what operations have been performed on the effect button 13 and / or the direction keys 75 based on operation detection signals from the effect button switch 13a and the direction key switches 75a' to 75d' (for example, pressing, long pressing, continuous hitting, the order of pressing in the up, down, left, and right directions of the direction keys 75, etc.) (operation identification means), and is configured to be able to execute and control an effect corresponding to the operation mode.

[0117] The production control command is defined by a 2-byte structure consisting of a 1-byte mode (MODE) and a 1-byte event (EVENT). To distinguish between MODE and EVENT, Bit7 of MODE is set to ON and Bit7 of EVENT is set to OFF. When transmitting these valid pieces of information, strobe signals are output corresponding to each of the mode (MODE) and the event (EVENT). That is, when there is a command to be transmitted, the CPU201 (main control CPU) sets and outputs the mode (MODE) information for transmitting the command to the production control unit 24, and transmits the first strobe signal after a predetermined time has elapsed from this setting. Further, after a predetermined time has elapsed from the transmission of this strobe signal, the event (EVENT) information is set and output, and the second strobe signal is transmitted after a predetermined time has elapsed from this setting. The strobe signal is controlled to be in an active state by the CPU201 for a predetermined period during which the CPU241 (production control CPU) can surely receive the command.

[0118] Also, the production control unit 24 (CPU241) generates an interrupt based on the input of the strobe signal and executes a control program for command reception interrupt processing, and the production control command is acquired in this interrupt processing. Also, unlike the CPU201, when an interrupt occurs based on the input of the strobe signal, the CPU241 interrupts the execution of other interrupt-based interrupt processing (timer interrupt processing that is executed periodically) and performs command reception interrupt processing, and gives priority to the command reception interrupt processing even if other interrupts occur simultaneously.

[0119] <3. General description of operation> Next, the gaming operation of the gaming machine 1 using the above control device (FIG. 3) will be described.

[0120] (3-1. Symbol variation display game) (3-1-1. Special symbol variation display game, decorative symbol variation display game) In the gaming machine 1 of the present embodiment, based on a predetermined start condition, specifically, when a game ball enters (wins) the upper start port 34 or the lower start port 35, the main control unit 20 performs a "big win lottery" by random number lottery. Based on the lottery result, the main control unit 20 variably displays special symbols 1 and 2 on the special symbol display devices 38a and 38b to start a special symbol variable display game. After a predetermined time has elapsed, the result is derived and displayed on the special symbol display device, thereby ending the special symbol variable display game.

[0121] Here, in the present embodiment, the big win lottery based on winning at the upper start port 34 and the big win lottery based on winning at the lower start port 35 are conducted separately and independently. For this reason, the big win lottery result regarding the upper start port 34 is derived on the special symbol display device 38a side, and the big win lottery result regarding the lower start port 35 is derived on the special symbol display device 38b side. Specifically, on the special symbol display device 38a side, on the condition that a game ball enters the upper start port 34, the special symbol 1 is variably displayed to start the first special symbol variable display game. On the other hand, on the special symbol display device 38b side, on the condition that a game ball enters the lower start port 35, the special symbol 2 is variably displayed to start the second special symbol variable display game. When the special symbol variable display game on the special symbol display device 38a or the special symbol display device 38b is started, after a predetermined variable display time has elapsed, the special symbol stops being displayed in a symbol display mode based on the big win lottery result. For example, when the big win lottery result is "big win", it is in a predetermined "big win" mode, when it is "small win", it is in a predetermined "small win" mode, when it is "special time shortening", it is in a predetermined "special time shortening" mode, and in other cases, it is in a predetermined "loss" mode, and the variably displayed special symbol stops being displayed, thereby deriving the game result (big win lottery result). The details regarding the winning type related to the big win lottery will be described later.

[0122] In addition, for the sake of convenience in explanation in this specification, the first special symbol variable display game on the side of the special symbol display device 38a may be referred to as the "special symbol variable display game 1", and the second special symbol variable display game on the side of the special symbol display device 38b may be referred to as the "special symbol variable display game 2". Also, unless particularly necessary, "special symbol 1" and "special symbol 2" are referred to as "special symbol" (abbreviated as "special figure" in some cases), and in some cases, "special symbol variable display game 1" and "special symbol variable display game 2" are referred to as "special symbol variable display game" without distinction. Also, during the symbol variable display game, it may be abbreviated as "during the game" and used separately from during the winning game. Also, when referring to "during the game", unless otherwise specified, it means the period of the symbol variable display game and / or the winning game, that is, at least the period other than during the waiting period for customers (non-game period). However, when referring to "non-game period", unless there is a description to the contrary, it can include the period during which the safety device (complete function) described later is operating.

[0123] When the above-mentioned special symbol variable display game is started, accordingly, a decorative symbol (an effect game symbol) is variably displayed on the liquid crystal display device 36 to start a decorative symbol variable display game, and various effects are developed accordingly. When the special symbol variable display game ends, the decorative symbol variable display game also ends, and a predetermined special symbol indicating the jackpot lottery result is displayed on the special symbol display device, and a decorative symbol reflecting the jackpot lottery result is derived and displayed on the liquid crystal display device 36. That is, the result of the special symbol variable display game is reflected and displayed by the effect decorative symbol variable display game including the variable display operation of the decorative symbol.

[0124] Therefore, for example, when the result of the special symbol variation display game (the result of the big win lottery) is a "big win", in the decorative symbol variation display game, an effect reflecting this result is developed. And in the special symbol display device, when the special symbol stops displaying in a display mode indicating a big win (for example, the display state where the 7-segment shows "7"), on the liquid crystal display device 36, in each of the display areas of "left", "middle", and "right", the decorative symbol stops displaying in a display mode reflecting "big win" (winning symbol: for example, in each of the display areas of "left", "middle", and "right", the three decorative symbols are in the display mode of "7", "7", "7").

[0125] When this "big win" occurs, specifically, after the special symbol variation display game ends, and accordingly the decorative symbol variation display game ends, and as a result, the symbol pattern of "big win" is derived and displayed, the big winning opening solenoid 52c (see FIG. 3) of the special variation winning device 52 operates, and the opening / closing door 52b performs an opening / closing operation in a predetermined pattern, whereby the big winning opening 50 is opened and closed, and a special gaming state (winning state) more advantageous to the player than the normal gaming state (normal state) occurs. In this big win game, until the opening time of the big winning opening by the opening / closing door 52b elapses for a predetermined time (maximum opening time: for example, 29.8 seconds), or until the number of winning balls entering the big winning opening 50 reaches the maximum number of winning balls (the upper limit number of winning balls allowed for the winning opening whose entrance is opened or expanded by one operation of the accessory: for example, 10 balls), the winning area is opened or expanded, and when any of these conditions is satisfied, the big winning opening is closed (the establishment of the round game end condition (closing condition)), and such a "round game" is repeated for a predetermined number of rounds (for example, a maximum of 10 rounds).

[0126] When the above jackpot game starts, first, an opening effect is performed using the start interval time (start INT). When the start INT ends, the round game is played multiple times with a predetermined number of specified rounds (maximum number of rounds) as the upper limit. When the current round game ends, the next round game starts via a predetermined interval time (interval between rounds INT). Then, when the maximum number of rounds ends, an ending effect is performed using the end interval time (end INT), and thereby, a series of jackpot games ends. That is, the jackpot game is generally composed of each game period including an opening period (start INT period), a round game period with the maximum number of rounds as the upper limit, and an ending period (end INT period). Also, during the V-win game due to a V-win described later, basically, it is the same as the jackpot game, and is composed of each game period including an opening period (start INT period), a round game period with the maximum number of rounds as the upper limit, and an ending period (end INT period), and as the winning effect during that (winning effect during V-win), predetermined effects related to each game period are presented. In this specification, unless particularly necessary, "jackpot" and "V-win" are not distinguished and are collectively referred to as "jackpot", and "jackpot game" and "V-win game" are not distinguished and are collectively referred to as "jackpot game". Also, the winning effect during jackpot and the winning effect during V-win are not distinguished and are collectively referred to as "winning effect during play". Therefore, when referring to "jackpot", both jackpot and V-win are included, and when referring to "jackpot game", both jackpot game and V-win game may be included. Also, when referring to "winning effect during play", both the winning effect during jackpot and the winning effect during V-win may be included.

[0127] Regarding the information necessary for executing the above-described decorative symbol variation display game, first, based on the fact that a game ball has entered (won a prize) through the upper start port 34 or the lower start port 35, specifically, on the condition that the game ball is detected by the upper start port sensor 34a or the lower start port sensor 35a and the start condition (start condition regarding special symbols) is satisfied, a 'win / loss lottery' is conducted to draw which of 'big win', 'small win','special short time', or 'loss' it is, and if the win / loss lottery result is 'big win', the big win type, if it is'small win', the small win type, if it is'special short time', the special short time type, and if it is 'loss', the loss type are drawn in a'symbol lottery (winning type lottery)'. A big win lottery including these is performed, and based on the lottery result information, the variation pattern of the special symbol and the special symbol (special stop symbol) finally to be stopped and displayed are determined.

[0128] Then, as an effect control command for specifying the processing state, at least a 'variation pattern specification command' including the variation pattern information of the special symbol (for example, information regarding the big win lottery result, the variation time of the special symbol, etc.) is transmitted to the effect control unit 24 side. Thereby, the basic information required for the decorative symbol variation display game is sent to the effect control unit 24. In this embodiment, in order to make the variations of the effects rich, a 'decorative symbol specification command' including information regarding the special stop symbol (symbol lottery result information (winning type information)) is also transmitted to the effect control unit 24.

[0129] In addition to the big win lottery result, the above-described variation pattern information of the special symbol can also include information for designating the execution of a specific preview effect (for example, a reach effect, a pseudo continuous effect, a preview notice, a setting suggestion effect, etc.) described later. Further, information regarding the type of the preview effect (for example, the type of the reach effect, the number of pseudo continuous times, etc., the effect type) can also be included. Specifically, the variation pattern of the special symbol is roughly classified into a 'win variation pattern' in the case of a win and a 'loss variation pattern' in the case of a loss according to the big win lottery result, and these variation patterns can include various variation patterns as follows, for example. (1) "Reach variation pattern" that designates the execution of a reach effect (including the specification of the type of reach), (2) "Normal variation pattern" that does not designate the execution of a reach effect, (3) "Reach variation pattern with pseudo-link" that designates the execution of a pseudo-link effect and the execution of a reach effect, (4) "Normal variation pattern with pseudo-link" that designates the execution of a pseudo-link effect and does not designate the execution of a reach effect, (5) "Reach variation pattern for preview notice" that designates the execution of a preview notice and the execution of a reach effect, (6) "Normal variation pattern for preview notice" that designates the execution of a preview notice and does not designate the execution of a reach effect.

[0130] Note that the above various variation patterns are just examples, and various variation patterns can be defined according to the types of effects to be designated for execution. For example, "variation pattern that designates the execution of at least ○○ effect", "variation pattern that designates the execution of △△ effect and does not designate the execution of □□ effect", etc. (○○ effect, △△ effect, □□ effect are examples of types of effects, and one or more types of effects can be defined). Also, for variation patterns that designate the execution of specific effects such as reach variation pattern and reach variation pattern with pseudo-link, due to the need to ensure the effect time, basically, a variation time longer than that of the normal variation pattern is defined.

[0131] The performance control unit 24 determines the performance content (performance scenario) to be developed in chronological order during the decorative pattern variable display game and the decorative pattern (decoration stop pattern) to be finally stopped and displayed, etc., based on the information included in the performance control commands (here, the variable pattern designation command and the decorative pattern designation command) sent from the main control unit 20, and controls the variable performance (including various performances such as the preview performance during the decorative pattern variable display game and the variable display performance (decorative pattern performance) of the decorative pattern) according to the time schedule based on the variable pattern of the special pattern. As a result, in synchronization with the variable display of the special pattern by the special pattern display devices 38a and 38b, the decorative pattern is variably displayed by the liquid crystal display device 36, and the period of the special pattern variable display game and the period during the decorative pattern variable display game have substantially the same time width. Further, the performance control unit 24 controls the liquid crystal display device 36, the light display device 45a, or the sound generation device 46a respectively so as to correspond to the performance scenario, and develops various performances in the decorative pattern variable display game. Thereby, the reproduction of the image (image performance) on the liquid crystal display device 36, the reproduction of the sound effect (sound performance), and the lighting and blinking drive of the performance-use LEDs such as the decoration lamp 45 (light performance) are realized.

[0132] In this way, the special pattern variable display game and the decorative pattern variable display game have an inseparable relationship, and it is assumed that what reflects the display result of the special pattern variable display game is expressed in the decorative pattern variable display game. Therefore, these two pattern variable display games may be regarded as equivalent pattern games. In this specification, unless particularly necessary, the above two pattern variable display games may be simply referred to as the "pattern variable display game". Further, the number of executions (number of games) of the pattern variable display game (particularly, the special pattern variable display game) may be referred to as the "pattern variable number" or the "variable number" or "〇〇 rotations (for example, 1 rotation, 10 rotations, etc.)" for convenience of explanation. Further, the performance related to the pattern variable display game (performance including the decorative pattern performance, preview performance, etc.) may be referred to as the "variable performance".

[0133] (3-1-2. Normal Pattern Variable Display Game) In the gaming machine 1, based on the passage (winning) of the game ball through the normal symbol start port 37, the main control unit 20 conducts a "bonus win lottery" by random number lottery. Based on the lottery result, the normal symbol represented by the LED is variably displayed on the normal symbol display device 39a to start the normal symbol variable display game. After a predetermined variable time has elapsed, the result is stopped and displayed as a combination of the lighting and non-lighting of the LEDs. For example, when the result of the normal symbol variable display game is "bonus win", the display unit of the normal symbol display device 39a is stopped and displayed in a specific lighting state (for example, all two LEDs 39 are in the lighting state).

[0134] When this "bonus win" occurs, the normal electric accessory solenoid 41c (see Fig. 3) operates, causing the movable vane 47 to open in an inverted "C" shape, opening or expanding the lower start port 35 to a state where it is easier for the game ball to flow in (start port open state), and a supplementary gaming state (hereinafter referred to as "normal electric open game") that is more advantageous to the player than the normal state occurs. In this normal electric open game, the movable vane 47 of the normal variable winning device 41 operates (opens), and when the opening time of the lower start port 35 (start port open state time) has elapsed the maximum opening time (for example, a maximum of 6 seconds), or until the number of winning balls entering the lower start port 35 reaches a predetermined number (for example, a maximum of 10), the winning area is controlled to an open state where it is opened or expanded. When any of these conditions are met, the opening operation of the movable vane 47 ends and the lower start port 35 is closed. Note that within the maximum opening time, the lower start port 35 can be opened one or more times.

[0135] (3-1-3. Actuating Reserved Ball) In this embodiment, during the symbol variation display game (during the special symbol variation display game, the normal symbol variation display game, the big win game (including the V-win game), the small win game, or the general electric release game), when a winning occurs at each start port 34, 35 or the normal symbol start port 37, that is, when there is an input of a detection signal from the upper start port sensor 34a, the lower start port sensor 35a or the normal symbol start port sensor 37a and the corresponding start condition is satisfied, except for those related to during the variation display, this is stored in reservation up to the maximum reservation storage number which is a predetermined upper limit value as data related to the start right of the symbol variation display game. The data in reservation that is not used for this symbol variation display operation or the game balls related to the reserved data thereof are also referred to as "activated reserved balls". In order to make the number of these activated reserved balls clear to the player, a dedicated reservation display (not shown) provided at an appropriate position of the gaming machine 1 is lit, or is displayed in a predetermined display mode in a reservation display area provided as an icon image on the screen by the liquid crystal display device 36 (see Fig. 5A).

[0136] Also in this embodiment, the activated reserved balls related to the special symbol 1, the special symbol 2, and the normal symbol are respectively stored in reservation in the corresponding storage areas of the RAM 203 up to a maximum of 4, and are reserved as the number of times of variation determination of the special symbol or the normal symbol. Note that the maximum storage number (maximum reservation storage number) of the number of activated reserved balls related to the special symbol 1, the special symbol 2, and the normal symbol is not particularly limited (it can be set as "0 ≤ maximum reservation storage number"). Also, all or part of the maximum reservation storage numbers of each symbol may be different, and the number can be appropriately determined according to the game properties. In this specification, for the sake of convenience of explanation, the activated reserved balls of the special symbol 1, the special symbol 2, and the normal symbol are also referred to as "special symbol 1 activated reserved balls", "special symbol 2 activated reserved balls", and "normal symbol activated reserved balls" respectively.

[0137] (3-2. Game state) Next, the game state will be described. In the gaming machine 1 according to this embodiment, in addition to the above-mentioned big win which is a special game state, a plurality of types of game states can be generated. For the sake of easy understanding of the present invention, first, the functions (means) related to the generation of various game states will be described.

[0138] The gaming machine 1 of this embodiment is equipped with a "probability variation function (probability variation function)" in which the main control unit 20 (CPU 201) undertakes its functional parts. This includes two types: a probability variation function related to special symbols (hereinafter referred to as the "special symbol probability variation function") and a probability variation function related to normal symbols (hereinafter referred to as the "normal symbol probability variation function").

[0139] The special symbol probability variation function is a function that changes the jackpot lottery probability from a low probability of a predetermined probability (normal probability) to a high probability, generating a "high probability state (jackpot high probability state)" that is more advantageous than the normal state. In the gaming state (high probability state) during which this special symbol probability variation function is operating, since the jackpot lottery probability becomes a high probability, a jackpot is more likely to occur. As already explained, depending on the set value, the jackpot lottery probabilities at the low probability time and the high probability time can be made different from each other.

[0140] The normal symbol probability variation function is a function that changes the auxiliary win lottery probability from a low probability of a predetermined probability (normal probability) to a high probability (for example, from 1 / 256 to 255 / 256), generating an "auxiliary win probability variation state" that is more advantageous than the normal state. In the gaming state (auxiliary win probability variation state) during which this normal symbol probability variation function is operating, since the auxiliary win lottery probability becomes a high probability state, an auxiliary win is more likely to occur, frequent general power release games occur, and it becomes a state of improved operation rate in which the operation rate of the movable vane piece 47 per unit time is higher than in the normal state.

[0141] In addition, the gaming machine 1 of this embodiment is equipped with a "variation time shortening function (time shortening function)" in which the main control unit 20 undertakes its functional parts. This includes two types: a time shortening function related to special symbols (hereinafter referred to as the "special symbol time shortening function") and a time shortening function related to normal symbols (hereinafter referred to as the "normal symbol time shortening function").

[0142] The special symbol time shortening function is a function that generates a "special symbol time shortening state" that shortens the average time required for one special symbol variation display game (the average time from when the special symbol starts to vary until it stops being displayed (average variation time)). In the gaming state (special symbol time shortening state) when this special symbol time shortening function is in operation, the average variation time of the special symbol in one special symbol variation display game is shortened (for example, the average time required for a non-reach losing variation is shortened from 8 seconds to 2 seconds), and it enters a lottery count improvement state where the number of jackpot lottery counts per unit time is improved compared to the normal state.

[0143] The normal symbol time shortening function is a function that generates a "normal symbol time shortening state" that shortens the average time required for one normal symbol variation display game (the average time from when the normal symbol starts to vary until it stops being displayed (average variation time)). In the gaming state (normal symbol time shortening state) when the normal symbol time shortening function is in operation, the average variation time of the normal symbol in one normal symbol variation display game is shortened (for example, from 5 seconds to 0.6 seconds), and it enters a lottery count improvement state where the number of auxiliary win lottery counts per unit time is improved compared to the normal state.

[0144] In addition, the gaming machine 1 of the present embodiment is provided with an "opening extension function" in which the main control unit 20 undertakes its functional part. This opening extension function is a function that generates an "opening extension state" in which the opening operation period (the opening time of the movable vane 47) of the movable vane 47 of the normal variable winning device 41 is extended compared to the normal state. In the opening extension state, the opening operation period (starting port open state time) of the movable vane 47 is extended from, for example, 0.2 seconds to 1.6 seconds, and the number of opening and closing times is extended from, for example, 1 time (when the opening extension function is not operating) to 2 times (when the opening extension function is operating), resulting in a state of improved operating rate in which the operating rate of the movable vane 47 per unit time is improved compared to the normal state. Therefore, when the opening extension function operates, the winning frequency at the lower starting port 35 increases. As a gaming state, the frequency of establishment of the starting condition of the special symbol variation display game for deriving the jackpot lottery result is higher than in the normal state, and it becomes a gaming state advantageous to the player compared to the state where the opening extension function does not operate (non-operating). In this regard, the above opening extension state is also referred to as an "electric chuu support state (electric support state)".

[0145] By operating one or more of the above functions, it is possible to bring about a change in the internal gaming state (internal game state) of the gaming machine. Hereinafter, for convenience of explanation, unless otherwise specified, the internal game state is referred to as follows according to the operation / non-operation of each function.

[0146] (1) "Sure change state" A gaming state in which the special symbol sure change function, the special symbol time shortening function, the normal symbol sure change function, the normal symbol time shortening function, and the opening extension function operate is referred to as the "sure change state".

[0147] (2) "Time shortening state" A gaming state in which at least the time shortening function (special symbol time shortening function and / or normal symbol time shortening function) operates and the special symbol sure change function does not operate is referred to as the "time shortening state". In the present embodiment, a gaming state in which the special symbol sure change function related to the sure change state is removed, that is, a gaming state in which the special symbol time shortening function, the normal symbol sure change function, the normal symbol time shortening function, and the opening extension function operate is referred to as the "time shortening state".

[0148] (3) "Latent Determined State" A gaming state in which at least the special symbol determination change function is activated and the release extension function is not activated is referred to as the "latent determined state". For example, a gaming state in which only the special symbol determination change function is activated corresponds to this.

[0149] (4) "Normal State" A gaming state in which all functions are not in operation (non-operating) is referred to as the "normal state".

[0150] (5) "Micro Time-Shortened State" A gaming state in which at least the time-shortening function (special symbol time-shortening function and / or normal symbol time-shortening function) is activated and the special symbol determination change function is not activated, and the average variation time (average execution time of one symbol variation display game) of the symbol side (special symbol and / or normal symbol) for which the time-shortening function is activated is at least shorter than that in the normal state is referred to as the "micro time-shortened state". The micro time-shortened state belongs to the same category of gaming states as the above-mentioned "time-shortened state" in that the time-shortening function is activated. Therefore, when the gaming states of "time-shortened state" and "micro time-shortened state" can be controlled, the former "time-shortened state" can be expressed as the first time-shortened state, and the latter "micro time-shortened state" can be expressed as the second time-shortened state (a time-shortened state different from the first time-shortened state).

[0151] Note that the micro time-shortened state is basically less advantageous than the time-shortened state and can be controlled to gaming states such as the following (Micro 1) to (Micro 3), for example. (Micro 1) At least the electric support state works more disadvantageously than in the time-shortened state (low-advantage electric support state). For example, the advantage of the electric support state is lower than that in the time-shortened state due to "the occurrence rate of the electric support state is lower than that in the time-shortened state" and / or "the opening operation period of the movable vane piece 47 is shorter than that in the time-shortened state", etc. For example, the release extension function is activated, but its operating state is controlled significantly more disadvantageously than in the time-shortened state, and the base value is substantially the same as in the normal state, etc. (Micro 2) The average variation time of the symbol side for which the time-shortening function is activated is longer than that in the time-shortened state. (Micro 3) The average variation time of the symbol side for which the time-shortening function is activated is the same or substantially the same as that in the time-shortened state, but the electric support state works more disadvantageously than in the time-shortened state.

[0152] (3-3: Regarding the "shortened time state") Here, for the sake of easy understanding of the present invention, the above-mentioned "shortened time state" will be described in detail.

[0153] The "shortened time state" is such that, as already described, due to the operation of the normal symbol shortened time function and / or the special symbol shortened time function, the average time (average variation time) required for one symbol variation display game (special symbol, normal symbol variation display game) is shortened compared to the case where the shortened time function is not operating. Therefore, the shortened time state can be configured as follows (time α), (time β).

[0154] (3-3A: When at least the special symbol shortened time function operates) (time α) When the average variation time (the average time required for one special symbol variation display game) of the variation pattern of the special symbol (special symbol 1 and / or special symbol 2) during the shortened time state is "X seconds", and the average variation time of the variation pattern of the special symbol during the normal state is "Y seconds", at least "X < Y" is satisfied. That is, the average variation time of the special symbol during the shortened time state is shorter than that in the normal state. In this case, it can be set as "X ≒ Y (substantially the same)" (formula A1). For example, it corresponds to the case where the difference in the average variation time between the shortened time state and the normal state is a slight difference on the order of milliseconds. Regarding the relationship between the average variation times of special symbols 1 and 2 during the shortened time state and / or during the normal state, it can be appropriately determined according to the game properties. In this embodiment, in both the shortened time state and the normal state, the relationship is "special symbol 1 (long) > special symbol 2 (short)" (see FIGS. 26 and 27), but depending on the game properties, for example, any relationship of "special symbol 1 < special symbol 2", "special symbol 1 ≒ special symbol 2", or "special symbol 1 = special symbol 2" can also be adopted.

[0155] (3-3B: When at least the normal symbol shortened time function operates) (time β) When the average variation time (the average time required for one normal symbol variation display game) of the variation pattern of the normal symbol during the shortened time state is S seconds, and the average variation time of the variation pattern of the normal symbol during the normal state is T seconds, It satisfies at least "S < T". That is, the average fluctuation time of the general diagram in the short-time state is shorter than that in the normal state. In this case, it can be set as "S ≒ T (substantially the same)" (Formula A2). For example, it corresponds to the case where the difference in the average fluctuation time between the short-time state and the normal state is on the order of milliseconds (for example, refer to FIGS. 4D(i) and (ii) described later).

[0156] In addition, in the case of "activating the general diagram short-time function and not activating the special diagram short-time function", regarding the relationship between the average fluctuation time of the special diagram in the short-time state and the average fluctuation time of the special diagram in the normal state, any of "X ≤ Y", "X < Y", "X ≒ Y", "X ≥ Y" or "X > Y" may be adopted.

[0157] (Specific example of the short-time state: FIG. 4D) Next, with reference to FIG. 4D, a specific example of the short-time state will be described. FIG. 4D shows an example of the short-time state, and here, a specific example of the short-time state will be described while paying attention to the functions on the general diagram side.

[0158] Although details will be described later, the short-time state according to this embodiment makes the effects or behaviors of the accessories (for example, the operating status of the ordinary variable winning device 41) substantially the same as those in the normal state (difficult or impossible for the player to distinguish), making it difficult or substantially impossible for the player to determine whether the current game state is the normal state or the short-time state (concealing the short-time state), and is used to actualize game properties such as "concealing the morning state" and "pseudo ceiling function" described later. In order to exhibit such effects, it is preferable to configure the short-time state as, for example, the following specific examples 1 to 4 shown in FIGS. 4D(i) to (ii).

[0159] (Specific example 1: FIG. 4D(i)) Figure 4D(i) is an example of a micro short time state in which at least the "normal drawing time shortening function" operates. In the case of this specific example 1, the "normal drawing time shortening function + opening extension function" is in an operating state, but depending on the type per assist (for example, assist A per assist, assist B per assist), an opening extension state occurs. In this example, when winning on assist A with a relatively low winning probability (winning probability = "assist probability 99 / 100 × symbol lottery rate 1 / 256"), an opening extension state occurs, and when winning on assist B with a relatively high winning probability (winning probability = "assist probability 99 / 100 × symbol lottery rate 255 / 256"), the opening extension state does not occur (refer to Note 3 of Figure 4D(i), column of "symbol lottery rate").

[0160] Also, the average variation time of the normal drawing (in the case of the normal drawing, there may be one type of variation time depending on the game state) is 2000 ms when the normal drawing time shortening function is not operating, and 1996 ms when the normal drawing time shortening function is operating. Although it is an extremely short time, the variation time is shortened (refer to Note 2 of Figure 4D(i), the same applies to Specific Examples 2 to 4 described later). Regarding this degree of shortening, it is preferable that it is difficult or impossible for the player to distinguish whether it is in the normal state or the micro short time state even when viewing the variation display operation of the normal drawing (substantially the same).

[0161] Also, when the opening extension state does not occur, the opening time of the lower start port 35 is an extremely short 80 ms, and winning at the lower start port 35 is substantially impossible. On the other hand, if the opening extension state occurs, the opening time of the lower start port 35 becomes 4000 ms, and winning at the lower start port 35 becomes easy (refer to Note 1 of Figure 4D(i), the same applies to Specific Examples 2 to 4 described later).

[0162] Therefore, even if a player deliberately makes a "right hit", unless the winning probability is extremely low and the player wins the auxiliary prize A, the operating status of the normal variable winning device 41 will be almost the same as the normal state (the power-saving state has a more adverse effect than the time-saving state). During the subsequent production modes (production states) and productions related to the symbol variation display game (productions during variation), if the production is presented as in the normal state, it will be difficult or impossible to determine whether the current gaming state (internal gaming state) is in the micro time-saving state or the normal state. That is, it becomes possible to conceal the micro time-saving state and express a pseudo-normal state (pseudo-normal state). The same phenomenon also applies to the specific examples 2 to 4 described later. In all cases, during the micro time-saving state, it is possible to substantially create a "state without power-saving support" and realize a substantially identical normal state (pseudo-normal state).

[0163] In the case of this example, the normal drawing time-saving function operates, and thereby, a form of the time-saving state can be formed. Therefore, regarding the special drawing time-saving function, its operating status is not questioned (the special drawing time-saving function may be either operating or not operating. The same applies to the specific example 4 described later). However, when the special drawing time-saving function is operated, in order to achieve the concealment of the micro time-saving state, it is preferable that the average variation time on the special drawing side satisfies "「X≒Y」(X = the average variation time of the special drawing related to the micro time-saving state, Y = the average variation time of the special drawing related to the normal state)" in the above (Formula A1) (the same applies to the cases where the special drawing time-saving function is operated in the specific examples 2 to 4 described later).

[0164] As described above, when the relationship of the average variation time on the special drawing side is "「X≒Y」", the following common points can be provided between the normal state and the micro time-saving state. (1) The base values of the normal state and the micro time-saving state can be made the same (identical or substantially identical). (2) The productions presented (productions during variation, background productions, etc.) can be made the same (identical or substantially identical) between the normal state and the micro time-saving state. That is, it can be made difficult or impossible to determine whether it is in the micro time-saving state or the normal state in terms of production (appearance).

[0165] (Specific Example 2: Figure 4D (b)) Figure 4D(B) is an example of a very short time state in which at least the "normal drawing time reduction function" does not operate. In the case of this specific example 2, it is a very short time state in which the "normal drawing time reduction function" and the "release extension function" do not operate. As shown in the figure, for the normal drawing, the very short time state and the normal state are the same. Therefore, even if the player deliberately makes a "right hit", the operating situation of the normal variable winning device 41 remains the same as in the normal state, and if the effect is decorated as in the normal state, it is possible to conceal the very short time state.

[0166] Note that this example, like the above-mentioned specific example 1, illustrates an example in which a plurality of types are provided for each assistance, but it is also possible to have one type for each assistance. For example, only A for each assistance can be provided, and the symbol lottery rate for the A for each assistance can be set to 100%. In the case of this example, since the normal drawing time reduction function does not operate, the special drawing time reduction function is set to the operating state, thereby forming a form of the time reduction state (the same applies to the following specific example 3).

[0167] (Specific Example 3: Figure 4D(C)) Figure 4D(C) is an example of a very short time state in which at least the normal drawing time reduction function does not operate and the normal drawing sure change function operates. In the case of this specific example 3, the "normal drawing sure change function + release extension function" is in the operating state, but as in the above-mentioned specific example 1, the release extension state occurs according to the type for each assistance (for example, assistance A, assistance B for each assistance). Also in this example, when it enters the very short time state, the "normal drawing sure change function" operates, and the probability for each assistance fluctuates to a high probability (low probability time = 10 / 100, high probability time = 99 / 100: refer to Note 1 of Figure 4D(C)). Regarding the relationship between "assistance A" in which the release extension state occurs and "assistance B" in which the release extension state does not occur, it is the same event as in the above-mentioned specific example 1 (refer to Note 1 of Figure 4D(C), the column of "symbol lottery rate"). In the case of this example, as in the above-mentioned specific example 2, since the normal drawing time reduction function does not operate, the special drawing time reduction function is set to the operating state, thereby forming a form of the time reduction state.

[0168] (Specific Example 4: Figure 4D(D)) Figure 4D(ii) is an example of the extremely short time state in which at least the "normal drawing time reduction function" and the "normal drawing probability variation function" operate. In the case of this specific example 4, the "normal drawing time reduction function + normal drawing probability variation function + release extension function" is in the operating state. Similar to the above-described specific examples 1 and 3, depending on the type per assist (for example, type A per assist, type B per assist), a release extension state occurs. Also in this example, when in the extremely short time state, the "normal drawing probability variation function" operates, and the probability per assist fluctuates to a high probability (low probability time = 10 / 100, high probability time = 99 / 100: refer to Note 1 of Figure 4D(ii)). Regarding the relationship between "type A per assist" in which a release extension state occurs and "type B per assist" in which a release extension state does not occur, it is the same phenomenon as in the above-described specific example 1 or specific example 3. In the case of this example, similar to the above-described specific example 1, since the normal drawing time reduction function operates, the special drawing time reduction function may be either operating or not operating.

[0169] In this embodiment, regarding the normal drawing, a form adopting the above "specific example 2 (Figure 4D(i))" is handled, but any form of specific examples 1 to 4 can also be adopted.

[0170] (Regarding the jackpot lottery probability) Focusing on the jackpot lottery probability in each of the above-described game states, when the game state is the "time reduction state", the "extremely short time state" or the "normal state", the jackpot lottery probability becomes the 'low probability state (normal probability)', and when the game state is the "hidden probability state" or the "probability variation state", the jackpot lottery probability becomes the 'high probability state'. Note that during the jackpot (big win) related to the operation of the condition device, a jackpot game (big win game) in which the big winning opening is continuously opened up to the maximum number of rounds occurs, but for all of the above functions, all functions are set to non-operating, and basically, it is placed in the same game state as the above normal state.

[0171] (High base game state) In the case of the probability-variable state or the time-shortening state, the three functions related to the above normal symbol, namely the normal symbol probability-variable function, the normal symbol time-shortening function, and the opening extension function, operate at the same trigger. However, when focusing on the normal symbol probability-variable function, the normal symbol time-shortening function, and the opening extension function individually, when at least one of these functions operates, the operating rate of the movable vane 47 described above improves, resulting in an operating rate improvement state, and the winning frequency at the lower start port 35 increases (it becomes easier to win). Therefore, as a gaming state, it becomes a "high base gaming state (advantageous state for starting port ball entry)" where the frequency of establishment of the start condition of the special symbol variable display game for deriving the jackpot lottery result or the ball payout rate (base) is higher than in the normal state. Here, the "high base gaming state" refers to the gaming state when at least one of the functions related to the normal symbol (the normal symbol probability-variable function, the normal symbol time-shortening function, and the opening extension function) operates, and is different from the gaming state when at least one of the functions related to the special symbol, namely the special symbol probability-variable function and the special symbol time-shortening function, operates.

[0172] On the other hand, when focusing on the functions related to the special symbol (the special symbol probability-variable function and the special symbol time-shortening function) individually, when the special symbol probability-variable function operates, it becomes a "high probability state" where the jackpot lottery probability is higher than in the normal state, and when the special symbol time-shortening function operates, it becomes a "special symbol time-shortening state" where the digestion time of the special symbol variable display game is shorter than in the normal state. In this regard, it is distinguished from the above "high base gaming state" where the frequency of establishment of the start condition of the special symbol variable display game is higher than in the normal state.

[0173] In the present embodiment, as an example of the above "high-base gaming state", an electrically assisted support state with at least an opening extension function is treated as the "high-base gaming state". In this electrically assisted support state, the operating rate (opening time and number of openings) of the movable vane 47 of the normal variable winning device 41 is improved, the winning rate for the lower start port 35 increases, and the winning frequency per unit time rises. Therefore, compared to the case where it is not in the electrically assisted support state (low-base gaming state), it becomes a gaming state advantageous to the player. When paying attention to the presence or absence of this electrically assisted support state, when the gaming state is the "normal state" or the "hidden probability state", it is in the 'no electrically assisted support state', and when the gaming state is the "time-saving state" or the "probability-variable state", it is in the 'with electrically assisted support state'. In this specification, "no electrically assisted support state" is referred to as the "no electric support state", and "with electrically assisted support state" is referred to as the "with electric support state" or the "electric support state". When the gaming state is the "slight time-saving state", as already explained in FIG. 4D, depending on the adopted form, it can be in either the "with electric support" or "no electric support" state. However, in the slight time-saving state of the present embodiment, even if it is assumed to be in the "with electric support state", the winning degree (winning rate) of the lower start port 35 (normal electric accessory) is substantially the same as that in the "no electric support state", and similar to the normal state, winning at the lower start port 35 is difficult or impossible. Therefore, from the perspective of the base value or the presence or absence of the electric support state, the normal state and the slight time-saving state are substantially the same (almost the same), and the degree of advantage to the player is almost the same. However, from the perspective of the lottery state, in the normal state, the special time-saving winning described later is treated as valid, while in the slight time-saving state, the winning of the special time-saving is treated as invalid. In this regard, the normal state has a relatively higher degree of advantage to the player.

[0174] (3-2-1. Internal gaming state (gaming state determination number YJ): FIG. 25) Regarding the operating status of each of the above functions (special symbol probability variation function, special symbol time shortening function, normal symbol probability variation function, normal symbol time shortening function, and release extension function) that determine the game state, on the main control unit 20 side, the operation (5AH) / non-operation (00H) is managed based on the ON / OFF state of the flags corresponding to these functions. The game state focusing on the operating status of each of these functions is also referred to as the "internal game state". Regarding what the current internal game state is, it is managed using an identifier called the "game state determination number YJ". For example, when the game state determination number YJ is "00H", it designates the 'normal state', when it is "01H", it designates the'micro time shortening state', when it is "02H", it designates the 'time shortening state (time shortening)', when it is "03H", it designates the 'latent probability state (latent probability)', and when it is "04H", it designates the 'probability variation state'. In this specification, the normal state is abbreviated as "normal", the'micro time shortening state' as "micro time shortening", the 'time shortening state' as "time shortening", the latent probability state as "latent probability", the probability variation state as "probability variation", and the time shortening state and / or the micro time shortening state may be referred to as the "time shortening-based game state".

[0175] (3-2-2. Variation Pattern Allocation Designation Number Tcode: Figure 25) Also, in this embodiment, in order to realize various effects related to the above-mentioned internal game state, one internal game state is divided into a plurality of parts and can be managed as a plurality of game states. For example, when it is desired to divide the time shortening state into a plurality of types of time shortening states such as "time shortening A", "time shortening B", and "time shortening C", these can be managed as different time shortening states using an identifier called the "variation pattern allocation designation number Tcode".

[0176] The entity of the above-mentioned "Variable Pattern Allocation Designation Number Tcode" is an identifier (data specifying the variable pattern selection mode) used when selecting the "Variable Pattern Allocation Table" corresponding to the current gaming state (see, for example, FIGS. 26 to 28 described later). Although details will be described later, in this "Variable Pattern Allocation Table", one or more types of variable patterns (variable patterns of special symbols) are defined in association with at least the current gaming state (Variable Pattern Allocation Designation Number Tcode) and the jackpot lottery result (winning type), and are used when determining the variable pattern of the special symbol related to the symbol variation display game. Therefore, for example, when the time-saving state (YJ = 02H) is divided into "Time-saving A", "Time-saving B", and "Time-saving C", if three types of variable pattern allocation designation numbers Tcode related to the time-saving state (YJ = 02H) are defined as "Tcode = "02H (Time-saving A)", "03H (Time-saving B)", "04H (Time-saving C)"", it becomes possible to select different variable pattern allocation tables for each of "02H (Time-saving A)" to "04H (Time-saving C)" and select a variable pattern according to the gaming state (see the "Tcode" column in FIG. 25 and the "Tcode" columns in FIGS. 26 to 28 described later). In this embodiment, although the "Hell Mode A" and "Hell Mode B" related to the micro time-saving state (YJ = 02H) have the same variable pattern allocation designation number Tcode (Tcode = 01H) (see FIG. 25), if the variable pattern allocation designation number Tcode is different between "Hell Mode A" and "Hell Mode B", it is possible to select different variable pattern allocation tables for each of them.

[0177] Therefore, when paying attention to the operating status of each function (special symbol sure change function, special symbol time-saving function, normal symbol sure change function, normal symbol time-saving function, and release extension function) related to the determination of the jackpot lottery probability, the presence or absence of electric support, etc., that is, the "internal gaming state", for example, even in the same "time-saving state", it becomes possible to select the variable patterns corresponding to each gaming state (Tcode = "02H" to "04H") such as "Time-saving A" to "Time-saving C" with respect to the variable pattern of the special symbol.

[0178] In this way, by managing the "internal game state (YJ)" when focusing on each function related to decisions such as the jackpot lottery probability and the presence or absence of electric support, and the "variation pattern allocation designated number Tcode" when focusing on the determination of the variation pattern of the special symbol (determination of the effect) as different data respectively, even under the same internal game state, the variation pattern can be changed dynamically. As a result, even under the same internal game state, it is possible to bring about significant changes in the digestion time of the symbol variation display game (variation time of the special symbol) and the effect during the game (effect during variation). Thereby, the degree of freedom of the game performance and the effect can be increased, and the interestingness of the game can be improved.

[0179] In the case of this embodiment, as shown in FIG. 25, the types of the above "internal game state (YJ)" include a normal state, a short-time state, a time-saving state, etc. (refer to the column of "YJ"). On the other hand, the types of game states related to the determination of the variation pattern of the special symbol, that is, the game states (game modes) related to the variation pattern allocation designated number Tcode (variation pattern selection mode) may include a plurality of game modes more than the types of the internal game state (refer to the heaven mode to consecutive win mode in the column of "Tcode" in FIG. 25).

[0180] As shown in the columns of "Tcode" and "YJ" shown in FIG. 25, the specific internal game state may be divided into a plurality of game states by using the variation pattern allocation designated number Tcode, or any internal game state may not be divided into a plurality of game states. In any case, the configuration remains such that a variation pattern (variation pattern allocation table) corresponding to the game state can be selected.

[0181] In this specification, unless otherwise particularly necessary, the game state related to at least the variation pattern distribution designation number Tcode is referred to as the "game mode" (see the column of "Game Mode Type" in FIG. 25). As shown in FIG. 25, this game mode can also be regarded as the game state related to the "variation pattern distribution designation number Tcode and the game state determination number YJ (internal game state)", in other words, the "game state considered as the entire gaming machine". For the sake of convenience in explanation, there may be cases where the internal game state and the game mode are not distinguished and simply referred to as the "game state". Also, the variation pattern distribution designation number Tcode may be referred to as the "variation pattern selection mode" or simply "Tcode".

[0182] <4. Regarding the winning type> Next, with reference to FIGS. 4A to 4C, the "winning type" according to this embodiment will be described. FIGS. 4A to 4C are explanatory diagrams for explaining the winning type related to the jackpot lottery target, the winning game operation mode, and the transition destination game state (transition destination game mode) according to the winning type.

[0183] (4-1. Regarding the winning type) First, with reference to FIGS. 4A and 4B, the winning type will be described.

[0184] In this embodiment, the wins are roughly classified into a jackpot (one type of win), a minor win, and a "special win (two types of win: V win)" obtained by winning a V prize during the minor win game after winning a minor win.

[0185] In this embodiment, as shown in FIG. 4, a plurality of jackpots, namely "Jackpot A to Jackpot D", are provided for the big win, and a plurality of small wins, namely "Small Win A and Small Win B", are provided for the small win. Among these wins, the "big win" is a win belonging to the "big win type" that triggers the operation of the condition device, and the "small win" is defined as a win belonging to the "non-big win" type that does not trigger the operation of the condition device. In this regard, the big win and the small win have different natures. Here, the "condition device" is a device whose operation is required for the operation of the accessory continuous operation device (a device that continuously operates a special electric accessory) for performing a round game. It operates when a specific combination of special symbols is displayed or when a game ball passes through a specific area within the big winning opening (excluding those that win in the big winning opening during the operation of the accessory continuous operation device). After the operation of the accessory continuous operation device ends, it is possible to trigger the time shortening function, the opening extension function, or the probability variation function (to shift from one internal game state (the internal game state at the time of winning) to another internal game state).

[0186] Therefore, when winning a "small win" (excluding winning the V prize during a small win), the condition device does not operate, and the accessory continuous operation device also does not operate. Thus, there is no transition in the internal game state (merely winning a small win does not trigger control of the transition in the internal game state), but the transition control of the variable pattern allocation specified number Tcode can be performed. Also, in the winning game (small win game) due to that small win, since the accessory continuous operation device does not operate, a round game like a big win is not executed. However, depending on how the opening and closing pattern of the big winning opening is defined, it is possible to realize a "pseudo-round game" that behaves as if a round game is being executed visually. The operation mode of the small win game is basically the same as that of the big win game, except that a round game is not executed. Specifically, after the elapse of a predetermined start interval time (start INT), an "opening and closing operation game (pseudo-round game)" that opens the big winning opening is executed, and when the opening and closing operation game ends, a series of small win games end after the elapse of a predetermined end interval time (end INT). Such a small win is a winning type that serves as a trigger (execution trigger) for the transition to a winning game (special game state) involving the opening and closing operation of the big winning opening, similar to a big win, and thus has a different nature from a mere "loss". Note that neither the special figure 1 side nor the special figure 2 side is particularly restricted regarding the types of big wins, small wins, and losses. Depending on the game properties, it is possible to provide a big win, a small win, or a loss respectively, and one or more of these can be provided (the same applies to each embodiment described in this specification).

[0187] (4-2. Regarding the winning game) Next, the winning games (big win game, small win game) due to each of the above-mentioned wins will be described.

[0188] (Big win game) When winning the "Big Win A", "Big Win B", or "Big Win C", the maximum number of rounds is 3 rounds (3R). When winning the "Big Win D", the maximum number of rounds is 7 rounds (7R). The maximum opening time of the big winning opening in one round of the game is set to a long opening pattern (long opening time: for example, 29.8 seconds) where the number of winnings into the big winning opening can be sufficiently expected to reach the maximum number of winnings (for example, 10). Such a big win game is executed. Regarding the profit state (profitability, advantage) during the big win game, basically, the higher the maximum number of rounds, the higher it is, and the longer the maximum opening time of the big winning opening, the higher it is. In the case of this embodiment, since the maximum opening time for each big win is the same, the bigger win with a larger maximum number of rounds has a relatively higher profit state during the big win game and acts more favorably on the player (the same applies to the V-win game described later). Also, there is a winning of "Big Win D" more on the side of FIG. 2 (lower start opening 35 side) than on the side of FIG. 1 (upper start opening 34 side). Regarding the big win lottery, it is more advantageous for the player to receive the lottery on the side of FIG. 2 than on the side of FIG. 1. Note that the maximum number of rounds and the opening pattern of the big winning opening related to the round game can be set in different modes according to the big win type. For example, in the case of Big Win A, the maximum number of rounds is 3R, but some round numbers (for example, the 1st round and the 2nd round) can be set to the long opening pattern, and other round numbers (the 3rd round) can be set to the short opening pattern (short opening time: for example, 0.8 seconds). In this case, the advantage of the big win game is in the relationship of "Big Win A < Big Win B or Big Win C < Big Win D".

[0189] (4-3. Small win game, V-win game) Next, the small win game and the V-win game will be described.

[0190] (Small win game) As described above, in the winning game by "small win" (small win game), round games such as "big win" are not executed, but by opening and closing the big winning opening 50 with the opening and closing door 52b in a predetermined pattern, a pseudo-round game (opening and closing operation game) is expressed, and it can be pretended that a round game is being executed visually. The small win game of this embodiment is configured to execute an opening and closing operation game in which the number of openings of the big winning opening 50 is once and the maximum opening time is 1.8 seconds. When the small win game starts, an opening performance for notifying the start of the small win game is performed using the interval time (small win start INT) before the start of the opening and closing operation game. After the opening performance ends (after the small win start INT has elapsed), an opening and closing operation game for opening and closing the big winning opening 50 is executed. By using this opening performance, an effect for promoting V winning (V winning instruction effect) etc. appears.

[0191] (V winning game) When a game ball enters the big winning opening 50 during the opening and closing operation game, the game ball (winning ball) is guided to the V winning opening (specific area) by the above V guiding device in the big winning opening 50. When the game ball wins V (when the specific area sensor 51a detects the game ball), "V win (two types of wins)" occurs (so-called, a mixed machine of type 1 and type 2). In this embodiment, as long as the player wins a small win, during that small win game (during the opening and closing operation period), as long as the player does not perform irregular actions such as deliberately delaying or stopping the hitting, or continuously hitting to the left, and correctly hits to the right, the V winning can be easily obtained (almost surely obtained): V winning rate ≧ 99%. In the case of this embodiment, it is almost 100%. Of course, it may be configured to be able to obtain V winning with a predetermined probability (for example, 50% or 60% etc.).

[0192] When a V winning occurs, the conditional device becomes operational, and after a series of small win games end, the accessory continuous operation device activates, starting the "V win game" with round games. When the V win game starts, a V winning start interval time (V winning INT (performance time at V winning)) is set, and during that time, a "performance at V winning (opening performance)" notifying that a V win has occurred appears. Then, when the V winning INT elapses, the round game starts with the maximum number of rounds as the upper limit. When the maximum number of rounds ends, after an ending performance is carried out using the V win ending interval time (V win ending INT), the V win game ends. That is, similar to the jackpot game described above, the V win game is composed of each game period including an opening performance period, a round game execution period with the maximum number of rounds as the upper limit, and an ending performance period.

[0193] In addition, when a V winning occurs, the current small win game is counted as the first round (assumed 1R) of the round game (the opening and closing operation game of the current small win game is treated as the substantial first round of the round game), and the first round game in the V win game is counted as the second round. The V win game can substantially execute the round game multiple times, similar to the jackpot game. However, because it passes through the small win game, the small win game (opening and closing operation game) related to the V winning is treated as the game corresponding to the first round.

[0194] Therefore, the number of rounds of the round game (the number of consecutive operations of the special electric accessory during the operation of the accessory continuous operation device) is exactly "the specified number of rounds - 1". For example, in the jackpot game with a maximum number of rounds of 7R, after the small win game ends, the round game of "2R to 7R" is executed as the jackpot game. Regarding the number of prize balls, "the number of prize balls by the winning balls during the opening and closing operation game (regarded as 1R by the opening and closing operation game) + the number of prize balls by the winning balls during the round game for 6R" becomes the total number of prize balls that the player can actually obtain (the number of balls output at the time of jackpot). For example, if the number of prize balls for the big winning opening 50 is 15, the winning balls during the opening and closing operation game are approximately 1 to 3 (the number of prize balls is 15 to 45), and a maximum of 10 winning balls (the number of prize balls is 150) can be won in one round, then generally, it is possible to obtain approximately 915 to 945 prize balls. In addition, in the above-mentioned regarded 1R (small win game (opening and closing operation game)), it may be configured to be able to obtain the number of prize balls for 1R (one round game) in the big win game, or it may be configured to be able to obtain a number of prize balls less than that for 1R.

[0195] In this embodiment, the jackpot game varies according to the selected small win type. Specifically, when winning the small win A, the jackpot game with a maximum number of rounds of 7R (substantially 7R jackpot) is executed, and when winning the small win B, the jackpot game with a maximum number of rounds of 3R (substantially 3R jackpot) is executed. The round game mode related to the jackpot game may be the same as that of the big win game or different. In this specification, unless otherwise particularly necessary, when referring to "big win", it includes "jackpot", and when referring to "big win game", it is treated as including "jackpot game".

[0196] (In the case of non - V winning) In addition, when not winning the V prize during the small win game (in the case of non - V winning), the jackpot game is not executed, and a series of small win games ends. When not winning the V prize, only a simple small win game is executed, and no transition of the internal game state occurs (refer to Note 8 in Fig. 4A).

[0197] (Regarding the transition destination game state after the winning game) Next, with reference to FIGS. 4A and 4B, the game states that are shifted to after each winning game described above will be explained. FIGS. 4A and 4B show the relationship between the game state at the time of winning and the game state shifted to after the winning game according to the type of winning (the shifted destination game state after the winning game based on the "game state at the time of winning" and / or the "type of big win selected"). FIG. 4A shows big wins and small wins, and FIG. 4C shows V wins (at the time of V winning). Note that the column of "at the time of winning" in the illustration shows the game state type at the time of winning (the game mode type described later), and the "shifted destination game state" shows the game state type of the shifted destination (game mode type). Also, "very short time A" and "very short time B" shown in the illustration belong to the "very short time state" of the internal game state, and "short time A" and "short time B" belong to the "short time state" of the internal game state (refer to the column of "YJ" in FIG. 25).

[0198] First, with reference to FIG. 4, the game state shifted to after the big win game will be explained.

[0199] (In the case of big win A and big win B) In the case of "big win A" or "big win B", as shown in FIG. 4A, the shifted destination game state differs according to the game state at the time of winning.

[0200] In the case of big win A, if the game state at the time of winning is the "normal state", it is shifted to the "normal state", and if the game state at the time of winning is the "very short time state" or the "short time state", it is shifted to "very short time A". Also, in the case of big win B, if the game state at the time of winning is the "normal state", it is shifted to the "normal state", and if the game state at the time of winning is the "very short time state" or the "short time state", it is shifted to "very short time B". That is, big win A and big win B are defined as big wins that can be a trigger for shifting to the very short time state.

[0201] When transitioning to the above-mentioned "short-time state (short-time A or short-time B)", the execution count of the special symbol variation display game continues until a predetermined specified count (maximum short-time count) is reached. When the special symbol variation display game ends without a jackpot or V-win occurring within that specified count (when the short-time count ends), the short-time state ends and the game transitions to the normal state (see Note 5 in Figure 4A). Note that when there is no V-win, only a simple small-win game is executed and there is no transition in the internal game state, so the short-time state does not end. Also, whether the specified count (maximum short-time count) has been reached is determined by counting the execution count (variation count) of the special symbol variation display game 1 and / or the special symbol variation display game 2 (the same applies to the short-time state described later). That is, when the execution count (variation count of Special Figures 1 and 2) of the special symbol variation display game 1 and / or the special symbol variation display game 2 ends for the specified count without a jackpot, the short-time state ends.

[0202] The above-mentioned specified count (end condition) for such a short-time state or short-time state can be determined as follows in (Rule 1) to (Rule 7). (Rule 1) When the total execution count of the special symbol variation display game 1 (Special Figure 1 side) and the special symbol variation display game 2 (Special Figure 2 side) reaches a predetermined count. (Rule 2) When either the special symbol variation display game 1 is executed N times (0 < N) or the special symbol variation display game 2 is executed M times (0 < M). Note that the relationship between N times and M times can be "N = M", "N < M", or "N > M" according to the specifications of the gaming machine (such as game playability and ball payout rate). (Rule 3) When the normal symbol variation display game is executed a predetermined number of times. Note that for the said predetermined count (specified count), multiple types of specified counts can be set according to the type of short-time state and / or short-time state. For example, in the case of the first short-time, it is P1 times (0 < P1), and in the case of the second short-time, it is P2 times (0 < P2), etc. Note that the relationship between P1 times and P2 times can be "P1 = P2", "P1 < P2", or "P1 > P2" according to the specifications of the gaming machine (such as game playability and ball payout rate). (Rule 4) You may adopt an end condition that combines the above (Rule 1) and (Rule 3). For example, when the special symbol variable display games 1 and 2 are executed 100 times (total number of executions), or when the normal symbol variable display game is executed 50 times (the specified number according to the type of time shortening (for example, P1 = 50 times, P2 = 100 times, etc. may also be acceptable)), if either of these conditions is met. (Rule 5) You may adopt an end condition that combines the above (Rule 2) and (Rule 3). For example, when the special symbol variable display game 1 is executed 10 times, when the special symbol variable display game 2 is executed 50 times, or when the normal symbol variable display game is executed 50 times (the specified number according to the type of time shortening (for example, P1 = 50 times, P2 = 100 times, etc. may also be acceptable)), if either of these conditions is met. (Rule 6) When the winning count of a small win reaches a predetermined number. In the case where there are multiple types of small wins, the end condition may be that the winning count of at least one specific small win reaches the predetermined number. (Rule 7) When the auxiliary per-game is executed a predetermined number of times. Note that for the said predetermined number (specified number), multiple types of specified numbers can be set according to the types of time shortening state and / or micro time shortening state. (Rule 8) You may adopt an end condition that combines at least two of the above (Rule 1) to (Rule 6).

[0203] In this embodiment, the above (Rule 1) is adopted (similarly for the time shortening state), and the maximum number of micro time shortening times for micro time shortening A is 150 times, and the maximum number of micro time shortening times for micro time shortening B is 250 times (refer to Remarks 1 and 2 in Figure 4A).

[0204] (In the case of big win C) In the case of big win C, regardless of the game state at the time of winning, after the big win game, it transitions to the "normal state".

[0205] (In the case of big win D) In the case of a big win D, similar to "big win A" or "big win B", depending on the gaming state at the time of winning, the destination gaming state is different. In big win D, if the gaming state at the time of winning is the "normal state", it will shift to "time-saving B", and if the gaming state at the time of winning is the "near time-saving state" or the "time-saving state", it will shift to "time-saving A".

[0206] When shifted to the "time-saving state", the execution count of the special symbol variation display game continues until a predetermined specified count (maximum time-saving count) is completed. When the special symbol variation display game ends within that specified count without a big win or a V-win occurring (when the time-saving count ends), the time-saving state ends and it shifts to the normal state (see Note 5 in Figure 4A). Note that in the case of non-V winning, only a simple small win game is executed and there is no shift in the internal gaming state, so the time-saving state does not end. In this embodiment, the maximum time-saving count for time-saving A is 7 times, and the maximum time-saving count for time-saving B is 100 times (see Note 3 and Note 4 in Figure 4A).

[0207] In the following, when the near time-saving count ends and it shifts from the near time-saving state to another gaming state, it is referred to as "escaping from near time-saving". "Escaping from near time-saving" includes, for example, the case of ascending and shifting from the near time-saving state to the normal state (escaping from near time-saving and normal shifting). Also, when the time-saving count ends and it shifts from the time-saving state to another gaming state, it is referred to as "escaping from time-saving". "Escaping from time-saving" includes, for example, the case of falling and shifting from the time-saving state to the normal state or the near time-saving state (escaping from time-saving and normal shifting, escaping from time-saving and near time-saving shifting). Note that when there is no particular need to distinguish between escaping from near time-saving and escaping from time-saving, either may be referred to as "escaping from time-saving". Also, for the sake of convenience in explanation, the near time-saving count may be referred to as the "time-saving count".

[0208] (When winning a V) Next, with reference to Figure 4B, the gaming state shifted to after a V-win game will be described.

[0209] As already described, the V-hit game is triggered by a V-win during a small win game. After the end of this V-hit game, the destination game state differs according to the selected small win type and the game state at the time of winning.

[0210] If the game state at the time of winning is "normal state" for either small win A or small win B, the game shifts to "short time B" after the V-hit game. If the game state at the time of winning is "very short time state" or "short time state", the game shifts to "short time A" after the V-hit game.

[0211] (Variation of big win) Note that in the big win (including V-hit) according to this embodiment, there is no win that serves as a trigger for shifting to short time C (one short time occurrence). However, the present invention is not limited to this, and one or more big wins that can shift to short time C can be provided. For example, in the case of big win A and big win B, if the game state at the time of winning is "normal state", it can be configured to shift to "short time C", and if it is "very short time state" or "short time state", it can be configured to shift to "very short time A". Also, for example, in the case of big win D, if the game state at the time of winning is "normal state", it can be configured to shift to "short time C", and if the game state at the time of winning is "very short time state" or "short time state", it can be configured to shift to "short time A". Various variations regarding big wins will be described in the fifth embodiment (Figs. 58 to 60) described later.

[0212] <Regarding losing> Next, with reference to Fig. 4C, the losing types according to this embodiment will be described. In this embodiment, as shown in the figure, on the special figure 1 side, a plurality of types of losing types such as losing A, B, and C with different symbol lottery rates are provided. In the case of this embodiment, the symbol lottery probabilities satisfy the relationship of "losing A > losing B > losing C". For example, losing A is lottery-selected at 95%, losing B at 4%, and losing C at 1%. Also, on the special figure 2 side, only one losing D is provided. Note that considering the game playability, either the special figure 1 side or the special figure 2 side can be provided with one or more types of losing as lottery targets.

[0213] <4-6. Regarding Special Short Time>[ Next, referring to FIG. 4C, the special short time type according to the present embodiment will be described.

[0214] In the present embodiment, as a winning type by jackpot lottery, a "special short time" is provided that can shift to a short time-based gaming state ("short time state" or "very short time state") without triggering a win (big win (V win) or small win). This "special short time" has a major feature in that a short time-based gaming state is given without going through a jackpot win (operation of the condition device, operation of the accessory continuous operation device) (without going through a jackpot game). Note that the above-mentioned "without triggering a win" can include any of the following (Winning Agreement 1) to (Winning Agreement 3).

[0215] (Winning Agreement 1) The meaning of "without triggering a jackpot win". (Winning Agreement 2) The meaning of "without going through a win game (big win game, V win game, or small win game)". (Winning Agreement 3) The meaning of "without at least conditioning on the operation of the condition device and the operation of the accessory continuous operation device" or "without at least conditioning on the end of the operation of the condition device and the operation of the accessory continuous operation device". That is, the meaning of "without at least conditioning on the execution of a big win game or a V win game".

[0216] Broadly speaking, the special short time is a "winning type (lottery type)" that can be given a short time-based gaming state (short time state or very short time state) without being controlled to a winning state (winning game) (without opening and closing the big winning port). Also, the short time state or very short time state given by the special short time is an aspect of a "specific state that can be shifted without going through a winning state".

[0217] (Generation Conditions of Short Time-Based Gaming State by Special Short Time) In this embodiment, when neither a big win nor a small win is selected, it is possible to win a special short-time. When winning a special short-time, after the end of the winning game, it is controlled to a short-time state or a very short-time state. In addition, when neither a big win, a small win, nor a special short-time is selected, the big win lottery result is "a loss", and one of losses A to C will be selected.

[0218] However, the short-time game state due to the special short-time is allowed to occur (the special short-time win is treated as valid) only in a specific game state (for example, a game state where the big win lottery probability is a low probability. In this embodiment, it is the normal state). That is, in the case of a specific game state, the special short-time win is treated as valid, and in cases other than the specific game state, the special short-time win is treated as invalid (the lottery itself is not conducted, or even if a win occurs, it is treated as a loss: a special short-time activation prohibited (restricted) state) (see Note 1 in FIG. 4C). In addition, when treating the special short-time win as a loss, the same game processing (such as a variation pattern selection process and a production process) as when winning a loss (any of losses A to C may be applicable) may be executed.

[0219] (Special short-time performance) In this embodiment, as shown in FIG. 4C, on the special drawing 1 side, a plurality of types of special short-times A, B, and C are provided. When winning a special short-time by a winning or losing lottery, one of the special short-times is determined based on a predetermined symbol lottery rate by a symbol lottery (see the column of the symbol lottery rate in FIG. 4C). In addition, special short-times A to C each have different short-time performances (advantages of the special short-time). Specifically, it is as follows. (A) When winning "special short-time A", very short-time A (very short-time count: 150 times) is given (transition to very short-time A). (B) When winning "special short-time B", very short-time B (very short-time count: 250 times) is given (transition to very short-time B). (C) When winning "special short-time C", short-time C (short-time count: 1 time) is given (transition to short-time C). The relationship of the performance (advantage) of the special short-time in this embodiment is "special short-time B < special short-time B < special short-time C".

[0220] In addition, the special short time can be defined as follows according to the gaming properties. (U1) One or more types of special short times can be provided on the side of Special Figure 1 and / or the side of Special Figure 2. (U2) Also, a special short time can be provided on only one of the sides of Special Figure 1 and Special Figure 2. (U3) Further, it may be a gaming machine that does not provide any special short time (see, for example, Fig. 100).

[0221] (Modification Example 1 of Special Short Time) Also, it is possible to appropriately determine what kind of performance (short time performance, ultra-short time performance) the special short time has. For example, it can have the following performance.

[0222] As the short time state by the special short time, any of finite short time (the number of short times is finite), finite ultra-short time (the number of ultra-short times is finite), infinite short time (no limit on the number of short times), and infinite ultra-short time (no limit on the number of ultra-short times) can be adopted. Note that the "infinite type" such as infinite short time or infinite ultra-short time actually means that the number of times is "without limit (infinite)". However, even for the "finite type" such as finite short time or finite ultra-short time, when a number of times (for example, 10,000 times or 65,535 times, etc.) that guarantees the short time state or ultra-short time state until winning the next big win, or a number of times that cannot be completed within the business hours of the pachinko parlor (for example, 4 to 5,000 times or more) is given, it can be treated as belonging to the "infinite type". As an example of the short time performance, special short times such as the following (Special Time 1) to (Special Time 3) can be provided.

[0223] (Special Time 1) It is possible to provide at least one special short time that gives (transitions to) the same "number of short times P times" as the short time state (big win short time state) given by a big win. When there are multiple types of big wins that give a short time state, the "number of short times P times" may be the same number of short times as at least one of the multiple types of big wins. For example, when there is a big win with 50 short times and a big win with 100 short times, the above "number of short times P times" may be 50 times or 100 times. (Special Time 2) At least one special short time can be provided, which is different from the short time state given by a big win and has a "short time count Q times". When there are multiple types of big wins that give a short time state, if the maximum short time count among the short time counts related to all big wins is "α times" and the minimum short time count is "β times", the relationship can be "short time count Q times > α times" or "short time count Q times < β times". (Special Time 3) Note that the above "short time count Q times" can be "finite (finite - system short time count)" or "infinite (infinite - system short time count)".

[0224] (Variation Example 2 of Special Short Time) Also, special short times with the following micro - short time performance (Special Time 4) to (Special Time 6) can be provided. (Special Time 4) At least one special short time can be provided, which gives the same "micro - short time count p times" as the micro - short time state (big win micro - short time state) given by a big win. When there are multiple types of big wins that give a micro - short time state, "micro - short time count p times" can be the same micro - short time count as at least one of the multiple types of big wins. For example, when there is a big win with a micro - short time count of 50 times and a big win with a micro - short time count of 100 times, "micro - short time count p times" can be 50 times or 100 times. Also, when multiple special short times are provided, at least one special short time can have a different micro - short time count. (Special Time 5) At least one special short time can be provided, which has a "micro - short time count q times" different from the micro - short time state given by a big win. When there are multiple types of big wins that give a micro - short time state, if the maximum micro - short time count among the micro - short time counts related to all big wins is "γ times" and the minimum micro - short time count is "δ times", the relationship can be "micro - short time count q times > γ times" or "micro - short time count q times < δ times". (Special Time 6) Note that the above "micro - short time count q times" can be "finite (finite - system micro - short time count)" or "infinite (infinite - system micro - short time count)".

[0225] (Variation Example 2 of Special Short Time) In addition, in the present embodiment, the winning probability of the special short time is "about 1 / 10" with a higher probability than the winning probability of the big win, but there is no particular limitation on the winning probability of the special short time. For example, it can be configured as follows. When not winning in (Lottery A) (big win and / or small win), it can be set as a lottery form that always wins in the special short time. In this case, the winning probability of a loss can be set to 0%. When not winning in (Lottery B) (big win and / or small win), it can be set as a lottery form that almost wins in the special short time. For example, the winning probability of a loss can be set to 1 / 65536 with an extremely low probability, or at least lower than the winning probability of the big win (about 1 / 251 in this embodiment). In this case, it has the same lottery form as the above (Lottery A), but is different in that there is a possibility of winning in a loss.

[0226] In the case of the above (Lottery A) or (Lottery B), if the game state is the normal state, it almost wins in the special short time (for example, in the first game of the normal state in the case of (Lottery A), it almost wins with 100%), and it is possible to create special game properties such as being able to transition to the short time state or the very short time state. In this way, a lottery form in which the special short time almost always wins under a specific game state is called a "special short time ultra-high probability lottery form". Note that the special short time ultra-high probability lottery form is applicable not only to this embodiment (the first embodiment) but also to any of the embodiments described in this specification.

[0227] <Regarding the effects> (5-1. Effect mode) Next, the effect mode (effect state) will be described. In this embodiment, a plurality of types of effect modes that form effects related to each game state are provided, and they are configured to be able to control the transition between each effect mode in response to the transition (update) of the game state.

[0228] The performance modes include the "normal performance mode" related to the "normal state", the "ultra-short performance mode" related to the ultra-short state, the "short-time performance mode" related to the short-time state, the "potential confirmation performance mode" related to the potential confirmation state, the "probability change performance mode" related to the probability change state, the "winning performance mode" related to the winning game, etc. Multiple types of performance modes can be provided corresponding to the internal game state YJ or the variation pattern allocation designated number Tcode. In this embodiment, even if the internal game states are the same, if the variation pattern allocation designated numbers Tcode are different, it is possible to perform transition control to different performance modes corresponding to the respective variation pattern allocation designated numbers Tcode. For example, as the short-time performance modes related to the short-time state (YJ = 02H), performance modes corresponding to each of short-time A to short-time C (Tcode = 02H to 04H), specifically, "short-time A performance mode (continuous win A performance mode)", "short-time B performance mode (continuous win B performance mode)", "short-time C performance mode (continuous win C performance mode)", etc., it is possible to shift to different performance modes. Note that in this embodiment, "hell mode A" and "hell mode B" related to the ultra-short state (YJ = 02H) have the same variation pattern allocation designated number Tcode (Tcode = 01H) (see Fig. 25), but even when the variation pattern allocation designated numbers Tcode are different between "hell mode A" and "hell mode B", they can be set to different performance modes (for example, hell A performance mode, hell B performance mode, etc.).

[0229] Note that, according to the purpose and gameplay, the same presentation mode may be adopted in multiple game states. For example, in the normal state and the very short time state (using the same presentation mode in at least two different internal game states), the same presentation mode can be used for the short time A and the short time B (using the same presentation mode in at least two different game modes). Simply put, when there are multiple variable pattern allocation specified numbers Tcode, the same presentation mode may be used for at least two or more Tcode. When there are multiple internal game states YJ, the same presentation mode may be used for at least two or more YJ. It is preferable to use the same presentation mode for at least two or more similar game states. For example, the short time A and the short time B belonging to the short time state, or the normal state and the very short time state (in the case where the base values are substantially the same (the very short time state functions as a pseudo-normal state)), can use the same presentation mode.

[0230] In each presentation mode, the background display (background presentation) as the background of the variable display screen of the decorative pattern is changed to a presentation mode corresponding to the presentation mode. For example, under the "normal presentation mode", a background presentation that evokes the season'spring' (for example, displaying a background image of a cherry tree) appears, and under the "short time presentation mode", a background presentation that evokes the season'summer' (for example, displaying a background image of the sea) appears. This suggests the game state during the stay. Note that not only the background display is changed, but BGM, decorative patterns (patterns), etc. may also be changed according to each presentation mode. Also, at least one of the background display, BGM, and decorative patterns may be a common presentation between one presentation mode and another presentation mode. For example, a common background presentation (both displaying a background image of a cherry tree) may be used for the normal presentation mode and the very short time presentation mode.

[0231] Also, a plurality of presentation states belonging to the same variation pattern distribution designation number Tcode (the same game mode) can be provided. For example, as presentation modes corresponding to the variation pattern distribution designation number Tcode "00H", a plurality of presentation states with different presentations can be provided. Such presentation states are also referred to as "presentation stages" in order to distinguish presentation modes in that the Tcodes are the same (common) presentation modes. Note that even for different presentation stages, since the variation pattern distribution designation number Tcode itself for each presentation stage is the same, the variation patterns to be selected are the same (the variation pattern distribution table to be selected is common to each presentation stage). However, even when the same variation pattern is selected, different presentations can be exhibited according to the current presentation stage. For this reason, the degree of freedom of presentation increases, and even in the same game state, the presentation can be made more diverse. Note that different background displays can also be set according to the presentation stage. For example, in the above "normal presentation mode", it is a background presentation that evokes the season's 'Spring' (displaying a background image of a cherry tree), but according to each presentation stage related to the normal presentation mode, a "cherry stage" with a cherry tree as the background display, a "rape flower stage" with a rape flower as the background display, a "dandelion stage" with a dandelion as the background display, etc. can be set.

[0232] The performance control unit 24 (CPU 241) is configured to be able to control the transition between each performance mode in response to the transition (update) of the game state, and has a functional unit (performance state transition control means (performance mode transition control means)) that controls the transition between a plurality of types of performance modes. The performance control unit 24 includes, among the performance control commands sent from the main control unit 20 (CPU 201), a performance control command including information related to the game state, specifically, information included in a specific performance control command that designates the current game state or designates that the game state is to be transitioned, and has a functional unit (performance control side game state management means) capable of managing the game state (internal game state YJ and / or variable pattern allocation designation number Tcode). It controls the performance mode in a manner that maintains consistency with the game state on the main control unit 20 side, and is configured to be able to control the transition from one performance mode to another according to the processing state (for example, a configuration capable of controlling the transition between a plurality of types of performance modes corresponding to the variable pattern allocation designation number Tcode). The above-mentioned "specific performance control command" includes, for example, a variable pattern designation command, a game state designation command, a specific command transmitted during a win (for example, a big win start command or a big win end command), etc. If the performance control unit 24 side can independently determine the game state, the transition control of the performance mode can be performed without relying on a specific performance control command.

[0233] (5-2. Advance performance) Next, the advance performance will be described. The performance control unit 24 is configured to be able to present various "advance performances" related to the big win lottery result (win / loss lottery result and / or symbol lottery result) based on the content of the performance control command from the main control unit 20 (information included in a variable pattern designation command, a decoration symbol designation command, a winning command described later, etc.). Specifically, it is possible to present (execute) an "advance performance" related to the performance mode (including the performance stage described later) and the big win lottery result.

[0234] The preview performance is basically a performance executed as part of the ongoing performance (a part of the scenario). In the ongoing performance, various preview performances appear. The main role of the preview performance is to preview (suggest) the winning expectation level of whether the player has won the winning type and / or the special short-time type, and to preview the occurrence expectation level of a specific preview performance. Most of the preview performances serve as "exciting performances" to arouse the player's winning expectation.

[0235] Typical preview performances include "reach performance", "pseudo consecutive performance", "player participation type performance", "step-up performance (SU preview)", "stage change performance", "foresight preview performance", etc. These performances will be described below.

[0236] (5-2-1. Reach Performance) The above "reach performance" refers to a performance mode with a reach state (a variable display mode with a reach state), specifically, a performance mode that can derive and display the game result via the reach state.

[0237] The "reach state" is a state in which, in the stage before the result of the decorative symbol variable display game is derived, some of the decorative symbols derived and displayed during the decorative symbol variable display game of the game constitute a part of the display mode indicating the occurrence of a big win (winning a big win), and the variable display of the decorative symbols that have not yet been derived and displayed is in progress. It is a display mode that uses the variable display mode of the decorative symbols for the performance to suggest (preview) that it is easy to derive a display mode indicating a specific winning type (big win, small win, special short time, etc.) (there is a possibility of winning a specific winning type), and is a variable display mode that arouses the player's winning expectation. For example, when the combination of decorative symbols (big win symbols) indicating a big win is a symbol alignment such as "7 (left symbol)", "7 (middle symbol)", "7 (right symbol)", on a predetermined winning effective line, the left symbol and the right symbol, which are part of the symbol alignment, display "7" (tempai state), and the remaining middle symbol (the remaining symbol that does not constitute the tempai state) is in a state of variable display while undergoing high-speed variation, frame-by-frame movement, swinging, zooming, deformation, etc.

[0238] Therefore, even if a reach state is formed, the result of the decorative pattern variation display game does not necessarily result in a "big win." If the finally derived result does not show a stop display mode (big win pattern) indicating a big win, the result of this game is a "loss." In the above example, the left symbol and the right symbol that constitute the tenpai state (reach symbol) are symbols that constitute the reach state, and in this sense, they are also referred to as "reach-constituting symbols."

[0239] The reach effect (reach variation) is roughly composed of staged effect scenarios such as the "before reach (before tenpai, during tenpai incitement)" stage, the "during reach (during tenpai, during win / loss incitement)" stage, and the "after reach" stage. The "after reach" stage is a period for finally notifying the game result (reach effect result: win / loss result), and includes periods during which so-called "promotion effects" or "revival effects" may occur. The "promotion effect" is an effect mode in which, after notifying winning a win with a lower profit state, winning a win with a higher profit state is notified. For example, after displaying a decorative pattern indicating a time-saving big win (big win at the opportunity of time-saving state transition), a decorative pattern indicating a certain-variable big win (big win at the opportunity of certain-variable transition) is displayed to report that the game result (big win lottery result) of this time is a certain-variable big win. The "revival effect" is an effect mode in which, after notifying a loss, a win is definitely notified. For example, after displaying a decorative pattern indicating a loss (loss symbol) (loss effect), a decorative pattern indicating a big win (big win pattern: for example, symbol alignment) is displayed, or an effect (certain-win effect) that definitely notifies winning a big win appears.

[0240] The above-mentioned "reach effect" includes a plurality of reach effects associated with the winning expectancy. For example, when a specific reach effect appears, in some cases, the winning expectancy relatively increases compared with the case when a normal reach effect (normal reach = N reach) appears. Such a specific reach effect is called a'super reach (SP reach)'. Most of these "SP reaches" have a relatively longer effect time (fluctuation time) than the N reach in order to arouse the feeling of expectancy of hitting a big win. In addition, the SP reach includes not only the normal SP reach but also various SP reaches. The content of each reach effect (reach fluctuation mode) will be described below.

[0241] (r1) "N reach" The "N reach" is a fluctuation mode in which, after normal fluctuations, it only passes through the normal reach state and ends by notifying the game result (win or loss (information related to the big win lottery result)) without the occurrence of an SP reach, and it is the reach effect with the lowest winning expectancy. There are N reach 1 and N reach 2 with different winning expectancies in the N reach. In addition, among the reach types, the N reach is the reach fluctuation type with the shortest fluctuation time (for example, N1 reach = 20 seconds, N reach 2 = 25 seconds).

[0242] (r2) "SP reach (normal SP reach)" The "SP reach" is a reach fluctuation mode in which the first reach effect (SP reach) occurs via the normal reach, and then the game result is notified and the reach ends.

[0243] (r3) "SP reach + SPSP reach" (evolved SPSP reach) "SP Reach + SPSP Reach" is a reach variation pattern where, after normal fluctuations, a first reach effect (SP Reach) occurs via the normal reach state. Once a miss is announced, a second reach effect (SPSP Reach) with a higher winning expectation than the above first reach effect occurs (develops into other SP reach systems), and the game result is announced to end. "SP Reach + SPSP Reach" is also referred to as "developing SPSP Reach" in that it develops into other SP reaches via SP Reach. Also, due to passing through various reaches, "SP Reach + SPSP Reach" has the longest variation time among reach types (for example, with pseudo - consecutive (1 - 3 times) it is 200 seconds - 260 seconds, without pseudo - consecutive it is 180 seconds, etc.). Note that the reach itself at the development destination may also be referred to as "SPSP Reach".

[0244] (r4) "SPSP Reach" (direct - hit type SPSP Reach) "SPSP Reach" is a reach variation pattern where, after normal fluctuations, it passes through the normal reach state, but does not pass through the first reach effect (SP Reach), that is, it is omitted, and immediately the second reach effect (SPSP Reach) occurs (directly develops into SPSP Reach), and the game result is announced to end. SPSP Reach is also referred to as "direct - hit type SPSP Reach" in that it directly develops into SPSP Reach without passing through SP Reach. Note that both the direct - hit type SPSP Reach and the above - mentioned developing SPSP Reach are treated as belonging to SPSP Reach.

[0245] (r5) "Full - rotation Reach" "Full - rotation Reach" is a premium reach variation where, with or without passing through the reach state, it performs a variation display while maintaining a predetermined variation time and a symbol display pattern indicating a win (for example, symbols align), and announces the confirmation of winning (winning confirmation) through this variation display.

[0246] (r6) "Direct win Reach (sudden win)" "Direct win reach" is a variation pattern that surprises players. It is designed to look like a non-reach effect (normal variation) that does not go through the reach state, giving the impression of a losing variation, but ultimately results in a winning symbol for the game outcome. For example, it is a variation pattern where the symbols stop sequentially as "left symbol, middle symbol, right symbol", that is, without going through the reach state, and when the final right symbol stops, the symbols align (winning symbol). From the point that the winning symbol suddenly stops and is displayed, it is also called "sudden win". Also, a reach variation pattern where the winning symbol stops and is displayed without developing into an SP-based reach while remaining in an N-reach (low-expectation reach effect) belongs to this direct win reach. This direct win reach is also one of the premium reach variations like the aforementioned full-rotation reach. However, it is exceptional in that it includes those that stop and display the winning symbol without going through the reach state, and it may be treated as a non-reach type (normal variation type).

[0247] The winning expectation in the reach effect mainly changes according to the level of the selection rate of the reach effect. For example, in the normal reaches, the selection rate is determined in relation to the jackpot lottery result so that the winning expectation relationship is "N-reach 1 < N-reach 2 < SP reach < developed SPSP reach < direct-hit SPSP reach". Also, in the reaches during time-saving mode (see Figure 28), the selection rate is determined in relation to the jackpot lottery result so that the winning expectation relationship is "reach during time-saving mode 1 < reach during time-saving mode 2". Note that since the direct win reach and the full-rotation reach are reaches that can directly inform the determination of winning, they are positioned as reach effects with the highest expectation (in this embodiment, at least the winning expectation of the direct-hit SPSP reach or higher).

[0248] Note that the actual winning expectation changes according to whether there is one or more other preview effects. For example, even when a developed SPSP reach appears, if it is combined with a preview effect with a high winning expectation, it can have the same or even higher winning expectation as the direct-hit SPSP reach.

[0249] In this way, the presence or absence of a reach serves as a clue for the player to know the winning possibility of a certain winning type (for example, a big win). Therefore, there are provided effects that suggest the possibility of a reach, in other words, various pre-announcement effects that can make the winning expectation clearer. During the symbol variation display game, one or more types of pre-announcement effects may occur in a complex manner (including any meaning of being simultaneous, overlapping, or having different execution timings in a time series (hereinafter the same in this specification)), and when the pre-announcement effects occur in a complex manner, a clearer winning expectation is shown. For example, if one or more pre-announcement effects are accompanied rather than when the reach effect occurs alone, the winning expectation becomes clearer and the winning expectation increases. Such pre-announcement effects are roughly classified into "pre-pre-announcement effects" that can occur before the reach (before the tenpai) and "post-pre-announcement effects" that can occur after the reach (during the reach). In addition, some of the pre-announcement effects also announce the possibility or certainty of occurrence of other pre-announcement effects (for example, pseudo-consecutive or stage change effects) other than the reach effect.

[0250] In this specification, the reach types belonging to N-reach may be referred to as "N-reach system", the reaches belonging to SP-reach type (including SPSP-reach type) may be referred to as "SP-reach system", and the reach types belonging to premium reach may be referred to as "certain-win reach system". In addition, a reach that develops from one reach to another reach may also be referred to as a "developmental reach system".

[0251] (5-2-2. Pseudo-consecutive effect (pseudo-consecutive)) In this embodiment, as one of the preliminary presentations, there is "pseudo - continuous presentation (hereinafter abbreviated as 'pseudo - continuous')". "Pseudo - continuous" refers to a presentation mode accompanied by a pseudo - continuous variable display state (so - called "pseudo - variation") of a decorative pattern. This "pseudo - variation" means that during one decorative pattern variable display game, part or all of the decorative pattern is temporarily stopped once (it is also possible to use one or more dedicated pseudo - continuous patterns instead of the normal decorative pattern), and from this temporarily stopped state, the operation of re - variable display of the decorative pattern is executed, and such a variable display mode that repeats this display operation one or more times is referred to. For example, the decorative pattern is temporarily stopped and displayed as "775" (pseudo - variation), and after the decorative pattern is variable - displayed again, the final decorative pattern is stopped. In this regard, it is different from the "fore - reading preliminary presentation" described later that can be executed across multiple symbol variable display games.

[0252] Basically, for "pseudo - continuous", its occurrence rate is determined such that the higher the number of pseudo - variations, the higher the winning expectation. For example, the expected occurrence rate of a preliminary presentation with a higher winning expectation (such as an SP reach) is higher when the number of pseudo - variations is 2 times rather than 1 time. Therefore, when the current in - variation presentation is composed of a presentation scenario including a reach presentation, "pseudo - continuous" mainly occurs in the stage before the reach state is formed (the stage before the reach presentation). After one or more pseudo - variations are performed, the reach presentation is executed in this variation, and the final game result is derived and displayed. In this specification, when referred to as "pseudo - N", it means the total number of times including M pseudo - variations and this variation. For example, when denoted as "pseudo - 2", it means "1 pseudo - variation+this variation", and when denoted as "pseudo - 3", it means "2 pseudo - variations+this variation" (for example, "pseudo - 2+SP reach" or "pseudo - 3+SP reach" in FIG. 26, etc.). Also, when there is no "pseudo - 2 to 3", it means "no pseudo - continuous", and pseudo - continuous does not occur.

[0253] (5 - 2 - 3. Player - participation - type presentation) In this embodiment, as one of the preliminary presentations, there is a preliminary presentation belonging to the "player participation type presentation". The "player participation type presentation" is a preliminary presentation mode in which when a predetermined operation (such as a single press, a long press, continuous pressing, etc.) is performed on the operation means (the presentation button 13 and / or the direction keys 75), the content of the presentation can change based on the content of the operation (operation result). The player participation type presentation is also referred to as the "button preliminary presentation" or the "button operation presentation" in terms of using the operation means.

[0254] In the player participation type presentation, when a predetermined button valid period arrives, a predetermined presentation (pre-operation presentation) including an "operation instruction presentation" that prompts the player to perform a predetermined operation on the operation means occurs. During the button valid period, when the player operates the operation means or the button valid period elapses, the currently presented presentation changes to another presentation (post-operation presentation) based on the content of the operation. Depending on the presentation modes (presentation content) before and after this operation, information regarding the winning expectation level, jackpot lottery result (win / loss result, symbol lottery result), or setting suggestions can be notified. The presentation control unit 24 includes an operation valid period setting means that sets an operation reception valid period during which the operation of the operation means becomes valid based on predetermined conditions (for example, a predetermined timing during the player participation type presentation), a pre-operation presentation control means that controls a predetermined pre-operation presentation during the button valid period, and a post-operation presentation control means that controls a predetermined post-operation presentation based on the fact that the presentation button has been operated during the operation valid period.

[0255] Note that the player participation type presentation is basically executed as part of the preliminary presentation (a part of the preliminary presentation scenario). Typically, there are "reach presentations", "pseudo - continuous", "step - up preview", "advance preview", etc. that incorporate the player participation type presentation. In the case of a player participation type reach presentation, for example, a button preliminary presentation is generated at a predetermined timing before or after the reach, and the development expectation level for a specific reach, the winning expectation level, etc. are notified according to the result of the player participation type presentation.

[0256] (5 - 2 - 4. Step - up preview) Also, in this embodiment, as one of the preview effects, there is a "step-up preview (SU preview)" in which the effect can develop step by step. In the "step-up preview", an effect corresponding to the number of steps (stages) is executed, and the winning expectancy increases when it develops to a larger number of steps. Therefore, when the effect ends at the first step, the winning expectancy is the lowest, and when it develops to the final step, the winning expectancy is the highest. For example, in the case of a step-up preview that can develop in three steps consisting of steps 1 to 3, the relationship of the winning expectancy is "step 1 < step 2 < step 3". When stepping up, there is not only a "normal step preview (N-step preview)" that develops sequentially like "step 1 → step 2 → step 3", but also a "super step-up preview (SP step-up preview)" that develops in one go to a plurality of steps ahead like "step 1 → step 3". The relationship of the winning expectancy is "N-step preview < SP step preview".

[0257] (5-2-5. Stage change effect) Also, in this embodiment, as one of the preview effects, there is a "stage change effect". The "stage change effect" is a preview effect mode in which, during a symbol variation display game (triggered by the arrival of a predetermined timing during the symbol variation display game), the current effect stage is shifted to another effect stage (for example, by changing the background display), and the winning expectancy and the like can be suggested. Note that the stage change effect is an effect mode in which the effect stage changes as a preview effect, and just because the stage change effect has occurred, it does not mean that the game state (YJ, Tcode) has shifted (changed) and the effect mode such as the background display has changed. The "stage change effect" has the following preview modes.

[0258] (C1) A preview mode that suggests the winning expectancy and the like according to the effect stage to which it shifts. For example, when shifting to effect stage A, it suggests a low expectancy, and when shifting to effect stage B, it suggests a high expectancy. (C2) A preview mode that suggests the winning expectation level, etc. based on the difference in the cut-in performance that occurs when the performance stage transitions. For example, when character A appears and the performance stage transitions, it suggests a low expectation level, and when character B appears and the performance stage transitions, it suggests a high expectation level.

[0259] Note that the stage change performance may be an performance mode that simply performs a stage change without particularly suggesting the winning expectation level. In this case, it is used solely to prevent the performance from becoming monotonous.

[0260] (5-2-6. Interrupt Preview Performance)

[0261] (5-2-6. Interrupt Preview Performance) Also, in this embodiment, as one of the preview performances, there is an "interrupt preview performance" (hereinafter abbreviated as "interrupt preview"). This "interrupt preview" is a performance mode that occurs in an interrupting manner during the execution of a specific preview performance, and after the interrupt preview, it transitions to a preview performance different from that specific preview performance. The interrupt preview is mainly executed as part of the reach performance scenario.

[0262] The performance scenario including this interrupt preview is different from other reach performances in the following points. Here, as a reach performance, a reach performance in which a performance such as the above "SP reach" unfolds as "First reach performance (N reach) → Second reach performance (SP reach)" will be described as a representative example. For the sake of convenience in explanation, the reach performance with an interrupt preview will be referred to as the "reach performance with interrupt", and the reach performance without an interrupt preview (here, the SP reach) will be referred to as the "reach performance without interrupt" and described.

[0263] In the "non-interrupt reach effect", the "first reach effect (N reach)" and the "second reach effect (SP reach)" are sequentially executed, and regarding the game result this time, it is an effect mode where it is notified by the finally executed second reach effect. Specifically, for example, if the game result this time is a big win, in the non-interrupt reach effect, as the effect result of the first reach, a loss is notified (once a loss is notified), and then it develops into the second reach effect, and as the effect result of the second reach effect, the big win which is the game result this time is notified (the game result this time is notified as the final effect result of the non-interrupt reach effect), and such an effect scenario is developed.

[0264] On the other hand, in the "interrupt reach effect", it is a special effect mode where "at a predetermined timing during the execution of the first reach effect, a specific notice (interrupt notice) occurs and it develops into the second reach effect". That is, it develops into the first reach effect after normal variation, but before seeing the effect result of the first reach effect, an interrupt notice occurs (the interrupt notice is executed in a form that also interrupts the first reach effect), and the second reach effect is executed after that interrupt notice, and such an effect mode is developed. Therefore, from the perspective of the player, the reach effect is developed in a form that catches them by surprise, and a notice effect with a high effect is realized.

[0265] When such an interrupt notice occurs, basically, similar to the development notice effect, it shifts to another effect (here, the second reach effect) with a higher winning expectation than the reach effect (here, the first reach effect) where the interrupt notice occurred.

[0266] In addition, in the above, "SP reach + SPSP reach" was taken as a representative example for explanation, but during the execution of various notice effects, an interrupt notice can be configured to be executable.

[0267] The occurrence timing of the interruption notice is determined for each reach effect. For example, it can occur at predetermined timings in the "before reach (before tempai, during tempai agitation)", "during reach (during tempai, during win / loss agitation)", and "after reach" stages of the first reach effect. Note that there may be multiple occurrence timings, and which timing to use is determined by a predetermined effect lottery. When generating an interruption notice, it can be generated at the following timings.

[0268] (Pre 1) During the execution of a voice effect such as a line of dialogue (hereinafter referred to as "voice effect A") (during the execution of a predetermined voice part). (Pre 1α) The timing when more than half of the execution time of voice effect A has elapsed. (Pre 1β) The timing when more than half of the number of lines of the voice effect has elapsed (for example, when the number of lines is 30 characters, the timing when 15 characters or more have elapsed).

[0269] (Pre 2) When a predetermined light effect is being executed during a certain notice effect (during the execution of a predetermined light effect part), and when the light effect can execute an effect with multiple emission colors, the predetermined timing after switching from one specific emission color (for example, white light emission) to another specific emission color (for example, blue light emission).

[0270] (Pre 3) When a predetermined effect related to a certain notice effect is composed of multiple cuts (for example, when there are multiple video scene switches), the timing when more than half of the execution time of a specific cut where the interruption notice can be executed has elapsed.

[0271] (Pre 4) When a predetermined effect related to a certain notice effect is composed of multiple cuts (for example, when there are multiple video scene switches), the timing when more than half of the number of lines of the voice effect (voice effect) executed in a specific cut where the interruption notice can be executed has elapsed.

[0272] When a predetermined performance related to a certain preview performance is composed of a plurality of cut divisions (for example, when there are multiple video scene switches), the timing when more than half of the execution time of the light performance of a specific cut where an interrupt preview can be executed has elapsed.

[0273] When a predetermined performance related to a certain preview performance is composed of a plurality of cut divisions (for example, when there are multiple video scene switches), the timing before switching from a certain cut where an interrupt preview cannot be executed to another cut where an interrupt preview can be executed and before half of the execution time of the other cut has elapsed.

[0274] When a predetermined performance related to a certain preview performance is composed of a plurality of cut divisions (for example, when there are multiple video scene switches), the timing before switching from a certain cut where an interrupt preview cannot be executed to another cut where an interrupt preview can be executed and before half of the execution time of the sound performance related to the other cut has elapsed.

[0275] When a predetermined performance related to a certain preview performance is composed of a plurality of cut divisions (for example, when there are multiple video scene switches), the timing before switching from a certain cut where an interrupt preview cannot be executed to another cut where an interrupt preview can be executed and before half of the execution time of the light performance related to the other cut has elapsed.

[0276] As for the production modes of interruption notifications, for example, blackout production (fade-out production), light-off production, silent production, explosive sound production, small sound production, flash production, etc. can be adopted. When generating an interruption notification, the execution of the predetermined production that has been executed until then is stopped (stopped midway), and the process is shifted to another production. By executing the production modes as described above, it is possible to attract the attention of the player or surprise the player. In order to maximize the effect of the interruption notification, it is preferable that the predetermined production being executed at the timing when the interruption notification occurs is a "flashy production" or a "plain production". If, during the execution of a "flashy production", suddenly all the lights go out, there is silence, or there is a fade-out (in the case of adopting a light-off production, silent production, or blackout production as an interruption notification), the impact on the player will be extremely large. Also, in the case of suddenly generating an explosive sound or a flash during the execution of a "plain production" (in the case of adopting an explosive sound production or a flash production as an interruption notification), the impact on the player will also be extremely large. The predetermined production being executed at the time of generating the interruption notification is preferably in the following production modes.

[0277] (Cut 1) There are multiple production types being executed at the time of generating the interruption notification. The production types are at least two of light production, sound production, image display production, and movable body production. (Cut 2) The number of production types being executed in one cut where an interruption notification can occur is greater than the number of production types being executed in one cut where an interruption notification cannot occur. (Cut 3) The brightness of the light production (light production by at least one light production means) being executed in one cut where an interruption notification can occur is greater than the brightness of the light production being executed in one cut where an interruption notification cannot occur. (Cut 4) The volume of the sound production (which may be a specific sound production or the overall sound production) being executed in one cut where an interruption notification can occur is greater than the volume of the sound production being executed in one cut where an interruption notification cannot occur (in the form of generating an interruption notification during the execution of a relatively flashy sound production). (Cut 5) The volume of the sound effect executed in one cut where an interrupt notice can occur is smaller than the volume of the sound effect executed in one cut where an interrupt notice cannot occur (a form in which an interrupt notice is generated during the execution of a relatively quiet effect).

[0278] In the above, when an interrupt notice occurs, it was explained that the preview effect being executed before the interrupt notice shifts to another preview effect. However, it does not necessarily shift to another preview effect. Even if an interrupt notice occurs, it may include a case where the preview effect being executed before the interrupt notice continues to be executed as it is. For example, an interrupt notice may be generated at a predetermined timing of a specific reach effect (which may be a specific normal variation) (interrupting the reach effect in progress to generate the interrupt notice), and after the interrupt notice, an effect mode may be such that the interrupted reach effect is resumed. In this case, it may be configured such that the effect with an interrupt notice has a higher winning expectation than the effect without an interrupt notice.

[0279] (5-2-7. Preview Notice Effect: FIGS. 5A and 5B) The "preview notice effect (preview notice)" is an effect mode that can notify in advance the winning expectation regarding an operation hold ball (undigested operation hold ball) that has not yet been used for the execution of the symbol variation display game (special symbol variation display operation), by using a hold display mode or an effect during the symbol variation display game that is executed earlier in time series.

[0280] Using FIG. 5A, the outline of the screen display of the liquid crystal display device according to this embodiment including the above preview notice will be described. FIG. 5A is an explanatory diagram for explaining the screen display of the liquid crystal display device 36 according to this embodiment.

[0281] In a part within the screen of the liquid crystal display device 36 (in the drawing, below the display area of the decorative pattern), a holding display area 76 for displaying the number of operation holding balls in Special Figure 1 and a holding display area 77 for displaying the number of operation holding balls in Special Figure 2 are provided. Regarding the presence or absence of operation holding balls, information regarding the current number of operation holding balls is notified in a lighting state (operation holding balls present: "○ (white circle)" shown in the drawing) or a non-lighting state (no operation holding balls: broken-line circle shown in the drawing).

[0282] The display regarding the presence or absence of these operation holding balls (hereinafter referred to as "holding display") is sequentially displayed in the order of their occurrence (winning order). In each of the holding display areas 76 and 77, the leftmost operation holding ball is displayed as the operation holding ball that occurred first (i.e., the oldest) on the time axis among all the operation holding balls in the corresponding holding display. In the present embodiment, as shown in the drawing, holding display portions a1 to d1 (corresponding to the special symbol 1 side), a2 to d2 (corresponding to the special symbol 2 side) each consisting of holding icons (icon images) provided in the same number (4) as the maximum holding memory number are provided in a part within the screen of the liquid crystal display device 36. Normally, these holding display portions a1 to d1, a2 to d2 are switched to an operating state (lighting state) in the same number as the number of operation holding balls existing when performing the pre-reading determination, for example, 3. Therefore, this holding display portion functions as a holding display means for displaying the number of operation holding balls. However, when executing the pre-reading notice described later, the holding display mode of the corresponding one of the holding display portions a1 to d1, a2 to d2 is changed to a predetermined pre-reading notice display mode (special holding display mode), and thereby it functions as a means for generating a pre-reading notice.

[0283] Also, on the left side of the hold display areas 76 and 77, a display area 78 during variation is provided to show the active hold balls currently used in the special symbol variation display game. In the case of this embodiment, the display area 78 during variation is configured such that an image in the form of an icon of the game execution hold K currently used in the game appears on the icon of the receiving seat J. That is, when the variation display of the special symbol 1 or the special symbol 2 is started, the icon (icon image) of the oldest hold a1 or a2 displayed in the hold display areas 76 and 77 moves onto the icon of the receiving seat J in the display area 78 during variation as the icon of the game execution hold K, and this state is maintained for a predetermined display time.

[0284] Also, in the lower right corner of the liquid crystal screen shown in FIG. 5A, as a display area for sub-performances (sub-performances) different from the main performances such as decorative symbols and preview effects, the active hold balls of FIGS. 1 and 2 of the special drawing, the number of active hold balls in the general drawing, information regarding the variation display operations of FIGS. 1 and 2 of the special drawing (mini decorative symbols), and information regarding the variation display operations of the general drawing (mini normal symbols) can be displayed in a sub-display area 79. The information in this sub-display area 79 continues to be displayed even when the decorative symbol and / or the hold display part become non-displayed in displaying the preview effect. Therefore, it is possible to identify whether the symbol variation display game is currently in progress and how many active hold balls there are based on the information in the sub-display area 79. For example, even when an effect occurs in which the entire screen goes into a blackout state and the decorative symbols (left, middle, and right symbols) are once made non-displayed from the screen, the mini decorative symbols continue to be displayed in the sub-display area 79. The sub-display area 79 is provided in an area that does not interfere with the main performance, due to the role of displaying sub-performances.

[0285] Note that, according to the game state (game mode or internal game state), the display area of the hold display area 76 can be displayed more prominently than the hold display area 77 (for example, preferentially displayed or displayed larger), and conversely, the display area of the hold display area 77 can be displayed more prominently than the hold display area 76. For example, during the first game state (for example, a game state advantageous for left hitting: normal state or short-time state), the hold display area 76 is highlighted, and during the second game state (for example, a game state advantageous for right hitting: short-time state), the hold display area 76 can be highlighted. Also, during the first game state, both the hold display areas 76 and 77 can be displayed, and during the second game state, the hold display area 77 can be preferentially displayed (for example, only the hold display area 77 is displayed).

[0286] (Regarding the advance notice) Next, the advance notice will be described. Regarding the appearance control related to this advance notice, first, in the main control unit 20, when an operative hold ball is generated (when the start condition is satisfied), before the operative hold ball is used for the execution of the symbol variation display game (the variation display operation of the special symbol), a "predicted win determination (predicted win / loss determination, predicted symbol determination)" for pre-determining the big win lottery result (win / loss lottery result, symbol lottery result) related to the operative hold ball is performed (refer to steps S318 to S319 (random number determination process - special stop symbol data creation process) in FIG. 11 and steps S410 to S411 (random number determination process for special electric accessory operation determination - special stop symbol creation process) in FIG. 12).

[0287] Furthermore, using the result of the above "predicted win determination", a "predicted variation pattern determination" for pre-determining the variation pattern of the special symbol (the variation pattern at the start of variation) when the operative hold ball is used for the execution of the symbol variation display game in the future is performed (refer to step S320 (start port winning random number determination process) in FIG. 11). The variation pattern of the special symbol pre-determined in this way is referred to as the "predicted variation pattern". In this predicted variation pattern determination, for example, the variation pattern at the start of variation, such as what reach state the reach variation pattern will pass through or whether it will be a normal variation pattern that does not pass through the reach state, is pre-determined.

[0288] Since the above-mentioned preliminary reading variation pattern is determined using at least the winning / losing lottery result (in this embodiment, the preliminary determination result of the winning / losing lottery and the symbol lottery), the preliminary reading variation pattern information includes not only information on whether it is a "winning variation pattern" at the time of winning or a "losing variation pattern" at the time of losing (information regarding the winning / losing lottery result), but also information regarding the presence or absence of a reach (the type thereof if there is a reach) and the presence or absence of a pseudo-chain (the number of times if there is a pseudo-chain), and other information on the actual execution information of specific advance notice effects. Thus, the series of processes for determining the preliminary reading variation pattern through the preliminary reading winning determination is referred to as "preliminary reading determination."

[0289] When the information on the preview variation pattern is transmitted from the main control unit 20 to the effect control unit 24, the effect control unit 24 performs effect control processing related to the preview notice. Specifically, when the preview determination is executed, a "hold addition command" capable of specifying the number of suspended balls in play at the time of the preview determination (the number of existing suspended balls in play including the suspended balls in play generated this time) and a "winning command" capable of specifying the above preview variation pattern information (information obtained by previewing at least the winning / losing lottery result at the start of the variation) are transmitted from the main control unit 20 to the effect control unit 24. When the effect control unit 24 receives these commands, effect control processing related to the hold display and the preview notice is performed based on the information contained in the commands. Specifically, when the effect control unit 24 receives the hold addition command and the winning command, it performs a "preview notice lottery (winning lottery process)" regarding whether to execute (reveal) the preview notice based on the preview variation pattern information. When the preview notice is to be executed, an effect scenario related to the preview notice is determined, and the preview notice is revealed according to the effect scenario (see FIGS. 5A and 5B described later). The execution probability of the above preview notice is higher for "big win" than for "loss", and also higher for a preview variation pattern type with a relatively high winning expectation. Therefore, the winning expectation is indicated by whether the preview notice occurs or not. Note that the preview notice can be revealed for the suspended balls in play this time at the timing when the suspended balls in play are generated, or simultaneously with the start of the symbol variation display game that is performed earlier in time series, or at a predetermined timing during the game.

[0290] Note that the hold addition command is composed of two bytes: upper byte side data capable of specifying the special figure type information (the difference between special figures 1 and 2) and lower byte side data capable of specifying the number of suspended balls in play at the time of the preview determination (winning time). The winning command is composed of two bytes: upper byte side data specifying the winning / losing result and lower byte side data capable of specifying the content of the preview variation pattern as the preview determination information (see, for example, FIGS. 26 and 27).

[0291] The execution probability of the above-mentioned preview lottery is higher for "big win" than for "loss", and also higher for the preview variation pattern types with relatively high winning expectation. Therefore, the winning expectation is indicated by whether or not a preview is generated. Note that the preview can be executed for the current hold ball at the timing when a hold ball is generated, or simultaneously with the start of a symbol variation display game performed earlier in time series, or at a predetermined timing during that game.

[0292] (Prize-winning time series preview: Hold change preview) In this embodiment, when a preview is executed (when winning the preview lottery), among the hold icons of the hold display units a1~d1, a2~d2, the hold icon targeted by the preview changes, for example, from the white color of the normal hold display (normal hold display mode) to a hold change preview in which the hold icon is changed to a special hold color or color with flashing white dots, blue, yellow, green, red, gold, or rainbow color of the preview display (special hold display mode). Since this hold change preview can appear triggered by the prize-winning time (hold display of a new active hold ball), it is also referred to as the "prize-winning time series preview".

[0293] As this hold change preview, in Fig. 5A, an example is shown in which the active hold ball of the hatched hold display unit b1 changes to a special hold display. Here, the flashing white dots, blue, yellow, green, red, and rainbow color displays of the hold icon mean that the winning expectation is high in this order of colors. In particular, the display of the rainbow-colored hold icon is a premium hold icon (certain win hold preview) that becomes a certain win (win certain) display. The icon display with flashing white dots is a hold icon that suggests the possibility of the occurrence of the "step-up type hold change preview" described later, and it makes people expect what color the final hold color will be (there may be a case where the hold color remains unchanged with just the flashing white dots). In the case of flashing white dots, if the hold display remains as it is, the winning expectation is the lowest among the special hold displays, but if it changes to another hold color, the winning expectation according to that hold color increases.

[0294] In this embodiment, regarding the preview performance, when the jackpot lottery result is a loss, it is selected with a relatively low probability (low appearance rate), and when it is a jackpot, it is selected with a relatively high probability (high appearance rate). As a preview performance with a high winning expectation, a preview performance with a winning expectation of a predetermined expected value or more (in this embodiment, a preview performance with a winning expectation of 20% or more) is regarded as a "high expectation (high winning expectation)" preview performance, and the others are regarded as low expectation preview performances. In the case of the above-mentioned suspended change preview, if the winning expectations of white blinking, blue, yellow, green, red, gold, and rainbow colors are 1%, 5%, 9%, 20%, 30%, 50%, and 100% (almost 100%) respectively, then "green, red, gold, and rainbow colors" belong to the high expectation preview performances, and the others (white blinking, blue, and yellow) belong to the low expectation preview performances (yellow and green may be classified as medium expectation previews). When a preview occurs, if a high expectation preview (such as a high number of pseudo - consecutive wins or an SP reach) with a relatively high winning expectation occurs during the symbol variation display game for the suspended balls in operation, then combined with the content of the preview performance of the preview, the sense of expectation of winning will be further enhanced.

[0295] The existing suspended balls in operation are sequentially consumed upon the execution of the symbol variation display game. At this time, in order to express that one suspended ball in operation has been consumed, the display position of the suspension display section corresponding to the existing suspended balls in operation is shifted upward (shifted sequentially to the left side), and display control (shift display) is performed such that the display count is decreased. However, the above - mentioned special suspension display continues to be continuously displayed while changing the display position of the suspension display. In this regard, the preview is different from the preview performance performed during one symbol variation operation such as a pseudo - consecutive win in that a dedicated preview performance can appear across multiple symbol variation display games (multiple symbol variation display operations).

[0296] In this embodiment, it is possible to configure the suspended change preview as follows: (A) to (C). (A) A case where a special suspension display appears upon winning (the above - mentioned winning - time - related suspended change preview). For example, a case where it appears at the timing of executing the suspension display of a new suspended ball in operation. (B) A case where it changes from the normal hold display to the special hold display at a specified timing. For example, it is the normal hold display (white) at the time of winning, but it changes from the normal hold display to the special hold display (such as white → blue, white → red, etc.) at a specified timing. (C) A case where it changes to a special hold display with a relatively higher winning expectation than the current hold display (normal hold display or special hold display) at a specified timing. For example, a case where it changes step - up (the hold color with an expectation one or more steps higher) from a white blink or from blue to a hold color of yellow or more.

[0297] In addition, the "specified timing" in the above - mentioned case (B) or (C) includes, for example, the timing at the time of hold subtraction (during the execution of the shift display) or the specified timing during the symbol variation display game related to other active hold balls (during the variation performance) (for example, the specified timing during a specific preview performance). It refers to a case where, after a hold display is made for a new active hold ball, a hold change notice related to the active hold ball is executed at the specified timing. Also, as in the above - mentioned (B) or (C), a hold change notice that changes from one hold display to another at a specified timing after the hold display is also referred to as a "step - up type hold change notice". This step - up type hold change notice can be treated as one aspect of the "symbol variation in - progress type advance notice" described later.

[0298] Also, when the in - game hold K lands on the receiving seat J, basically, the same display mode as the hold display mode in the hold display areas 76 and 77 is maintained, and an advance notice (special hold display) for the active hold ball related to the current symbol variation display game can be notified to the player during the game. However, when the in - game hold K lands on the receiving seat J and at a specified timing after landing on the receiving seat J, the display of the in - game hold K may change to another display mode (such as a hold color with a high winning expectation or an item image). From this point, the display change of the in - game hold K can also be treated as belonging to the above - mentioned "step - up type hold change notice".

[0299] In principle, there is no "downgrade of special hold display" that changes from the current hold color to a hold color with relatively low winning expectation. However, if a downgrade occurs exceptionally, it is suggested that the operating hold ball is a winning one (it may also have a high expectation), which serves as a premium hold change notice. Examples of downgrade cases include when the hold color changes to a hold display with a lower winning expectation than the current hold display, such as "blue → white" or "red → blue". Also, the hold display mode is not limited to the hold icon display by still images (static display mode), but may also be the hold icon display by videos (animations) (dynamic display mode: for example, the hold icon is displayed by rotating, vibrating, swaying, or blinking (fast blinking or slow blinking)).

[0300] (Symbol Variation Middle-Term Prediction Notice (Middle-Term Prediction Notice During Variation)) In this embodiment, a "prediction notice" made at the start of the symbol variation display game or at a predetermined timing during the game execution can be executed. Since this prediction notice can appear during the symbol variation, it is a prediction notice for the change system at the start of variation or the symbol variation middle-term, and is referred to as the "middle-term prediction notice" in this specification.

[0301] This "middle-term prediction notice" includes, for example, the above-mentioned "step-up hold change notice" and "continuous notice". The "continuous notice" is, for example, a prediction notice that displays a prediction image dedicated to prediction and displays it singly or continuously in one or more symbol variation display games. That is, for the middle-term prediction notice, when a game ball wins in the start port and the start condition is satisfied during a certain symbol variation display game, the right to execute the symbol variation display game related to the satisfaction of the start condition is temporarily stored in hold memory, and a prediction notice lottery is conducted regarding whether to execute the prediction notice performance. When winning the prediction notice lottery and executing the prediction notice, if there are a plurality of existing operating hold balls (hold memory) at that time, all or some of these hold memories can be expressed in a form with some relevance for those symbol variation display games.

[0302] For example, during all or part of the symbol variation display games related to the existing operation retention balls from the oldest operation retention ball in the order of memory to the operation retention ball targeted for preview, a preview image (for example, the lightning image in FIG. 5B) is displayed on the screen of the liquid crystal display device 36. When performing a preview during multiple symbol variation display games, it may be configured such that different previews can appear in at least one symbol variation display game. For example, when displaying a preview image over three symbol variation display games, the same "lightning image" may be displayed in the first to third symbol variation display games, or a preview image different from the "lightning image" (for example, a thundercloud image) may be displayed in at least one of the first to third symbol variation display games.

[0303] Also, the winning expectation level may be different depending on the type of the preview image. For example, when three types of preview images, namely, a "thundercloud image", a "rain image (an image display representing rain falling from a thundercloud)", and a "lightning image", are provided as the preview images, the thundercloud image may have a low winning expectation level, the rain image may have a medium winning expectation level, and the lightning image may have a high winning expectation level. In this case, when the preview image ends with only the thundercloud image, the winning expectation level is low, but when the lightning image is displayed, an effect can be achieved where the winning expectation feeling increases dramatically. Also, it may be configured to be able to execute a stepped-up type of preview. For example, the first symbol variation display game displays a "thundercloud image", the second symbol variation display game displays a "rain image (an image display representing rain falling from a thundercloud)", and the third symbol variation display game displays a "lightning image". In this way, it may be a stepped-up type of preview where the winning expectation level develops (the winning expectation level increases) step by step (in this example, in three steps of SU1 to SU3), i.e., "thundercloud image (SU1) → rain image (SU2) → lightning image (SU3)", with each execution of the symbol variation display game. In this case, when it ends at only the first step of the thundercloud image (SU1), the winning expectation feeling is low, but when it develops to the lightning image (SU3), an effect can be achieved where the winning expectation level increases dramatically.

[0304] In this embodiment, the mid-variation preview notice and the hold change notice can each appear independently. Specifically, whether to execute the hold change notice and whether to execute the mid-variation preview notice are each determined by independent lottery. Therefore, there are cases where the hold change notice occurs alone, cases where the mid-variation preview notice occurs alone, and cases where the hold change notice and the mid-variation preview notice occur simultaneously (duplicatively). Note that the preview notice is not limited to the image display means, and various presentation means such as a movable accessory, a light presentation means, and a sound presentation means can be used.

[0305] (Example of preview notice presentation mode: Figure 5B) Next, with reference to Figure 5B, an example of the preview notice presentation created by the gaming machine 1 of this embodiment will be described.

[0306] In the figure (1), during the symbol variation display game (the "↓" in the figure indicates that the decorative symbol is being variably displayed), it is assumed that a winning has occurred in the upper start port 34 and the number of operation hold balls on the special symbol 1 side has become 3. Among these 3 balls, the second operation hold ball for which the variation start operation is executed is the target of the preview notice presentation. Here, a case where the hold change notice and the mid-variation preview notice occur duplicatively is shown. Also, here, it is assumed that the first and third operation hold balls that were previously held are hold balls for which the preview notice is not executed (the preview lottery is not won).

[0307] As shown in figure (1) of the same figure, the presentation control unit 24 changes the hold display of the second operation hold ball that is the target of the preview notice to a special hold display. At this time, the hold displays corresponding to the first and third operation hold balls that are not the targets of the preview notice are maintained as normal hold displays (white). In the figure, a case is shown where the hold display of the second operation hold ball that is the target of the preview notice has changed in the display mode from a normal hold display (white circle (○) mark) to a special hold display (hatched circle mark). Thereby, the player is notified that the preview notice presentation has started. Note that figure (1) of the same figure shows that the symbol variation display game that was being executed has ended and the decorative symbol has stopped and is displayed as "246" corresponding to a loss.

[0308] The game play shifts to FIG. (2), and the main control unit 20 starts a special symbol variation display game based on the operation hold ball on the special symbol 1 side that was the first (oldest operation hold ball) and consumes (consumes one) that operation hold ball. The effect control unit 24, along with the start of the special symbol variation display game, shifts the hold display modes corresponding to each operation hold ball to the left, sets the hold display mode indicating the state where one operation hold ball has been consumed, and starts a decorative symbol variation display game based on the operation hold ball that was the first. At this time, as a variation in-advance preview, a dedicated background effect (lightning effect by displaying a lightning image) is displayed within the screen of the liquid crystal display device 36. As a result, the screen of the liquid crystal display device 36 assumes the display mode as shown in FIG. (2).

[0309] Then the game play shifts to FIG. (3), and it is assumed that the symbol variation display game that was being executed has ended and the decorative symbol has stopped and is displayed as "351" corresponding to a loss.

[0310] Subsequently, the game progress shifts to the same figure (4), and the main control unit 20 starts a special symbol variation display game based on the operation-retained ball that was the second one above, that is, the operation-retained ball targeted by the preview performance, and consumes that operation-retained ball. The effect control unit 24, along with the start of the special symbol variation display game, shifts the retained display modes corresponding to each operation-retained ball to the left respectively, and starts a decorative symbol variation display game based on the operation-retained ball that was the second one. At this time, the special retained display of the retained change notice disappears from the screen during the above shift, and ends with the start of this symbol variation display game (along with the consumption of that operation-retained ball). After that, it is displayed as the retained K during game execution. Also, the preview notice during variation (here, the lightning effect) also ends with the occurrence of this symbol variation display game as the last one. This same figure (4) illustrates the screen display of the liquid crystal display device 36 immediately after the start of the symbol variation display game. In the same figure (4), although it was explained that the lightning effect of the preview notice during variation (preview notice during variation) ends with the occurrence of this symbol variation display game (the symbol variation display game related to the operation-retained ball (the second one) targeted by the preview notice) as the last one, it is not limited to this, and it may be ended in the previous symbol variation display game. Also, although the preview notice targeting the special symbol was explained above, depending on the game properties, a preview notice targeting the normal symbol may be configured to be executable.

[0311] (5-2-8. Setting Suggestion Performance) Also, in this embodiment, a performance mode (setting suggestion performance) for suggesting information regarding the above "setting value" can be presented. For example, the setting suggestion performances are as follows in (a) to (si) below. (a) "Low Setting Suggestion Performance" for suggesting a low setting range (settings 1 to 3, 1 to 2, 2 to 3, etc.). (sa) "High Setting Suggestion Performance" for suggesting a high setting range (settings 4 to 6, 4 to 5, 5 to 6, etc.). (ki) "Even Setting Suggestion Performance" for suggesting an even setting (settings 2, 4, 6). (yu) "Odd Setting Suggestion Performance" for suggesting an odd setting (settings 1, 3, 5). (Me) A "specific setting confirmation effect" that definitely notifies a specific setting value (any of settings 1 to 6). For example, a "Setting N confirmation effect" that definitely notifies "Setting N". However, it is not preferable to definitely notify internal setting values arbitrarily. The reason is that indicating the low setting area definitely, such as the confirmation of Setting 1 or Setting 2, will reduce the player's gaming motivation. Therefore, it is preferable to definitely notify any of settings 4 to 6 in the high setting area. In particular, if a specific setting confirmation effect where a high setting such as the confirmation of Setting 5 or Setting 6 appears, the player's gaming motivation can be improved. (Mi) A "specific setting negation effect" that definitely notifies that it is not a specific setting value (any of settings 1 to 6). (Shi) A "specific range suggestion effect" that suggests a setting value within a specific range. For example, it can suggest settings 3 to 5 (α ≤ setting value ≤ β), suggest setting value of 4 or more (α ≤ setting value), or suggest a plurality of specific values such as "Settings 1, 3, 5, 6". Also, it is possible to vary the appearance rate according to the setting value, for example, it is difficult to appear for Setting 1, appears moderately for Setting 4, and easily appears for Setting 6, etc., to suggest that the possibility of a certain setting value is high / low.

[0312] Note that the appearance rate (execution probability) of the setting suggestion effect can be appropriately determined according to the setting value. For example, it may be determined such that the appearance rate of the setting suggestion effect becomes lower as the setting value is relatively lower. Also, there is no particular limitation on the form of the setting suggestion effect, and one or more of sound effects, light effects, image display effects, and movable body effects can be used.

[0313] Also, the setting suggestion effect can be made to appear in combination with or independently of a preview effect at a predetermined timing during the symbol variation display game. Also, it can be made to appear not only during the game but also during a big win game or during waiting for customers (non - gaming period).

[0314] Also, by defining the appearance rate of a specific preview effect according to the set value, the preview effect itself can also function as a "setting suggestion effect". For example, for one or more specific preview effects, by varying the appearance rate of the effect according to the set value, the preview effect itself can function as a "setting suggestion effect". For example, if a specific SP reach is likely to appear when losing, it is "high setting intensity", if a pseudo-consecutive three times (pseudo-variation three times + actual variation) is likely to appear when losing, it is "high setting intensity", and if a specific button operation effect appears, it is a "setting 6 confirmed" suggestion, etc. Also, by using the preview effect of the advance notice, a preview notice mode dedicated to the setting suggestion effect can be presented. For example, if the hold icon blinks rapidly, it is high setting intensity, and if one or all of the hold icons change to a dedicated hold icon (dedicated character or item image), it is a "high setting intensity" suggestion, etc.

[0315] (Decoration symbol effect) Note that the decoration symbol effect (the effect of changing the display of the decoration symbol) is used as part of the effect during the symbol variation display game. However, the decoration symbol effect functions not only as an important identification information for notifying the reach effect (reach state), the occurrence of pseudo-consecutive, and the final game result (big win lottery result), or for enhancing the preview effect (preview during variation), but also as an important identification information for notifying the start and end of the game. It can be said to be the core of the decoration symbol variation display game.

[0316] The variable display effect (decoration symbol effect) of the decoration symbol basically performs the following variable display operations. With the start of the special symbol variable display game, a plurality of decoration symbols (in this embodiment, three left, middle, and right symbols) start variable display simultaneously or separately from the stopped display state (confirmed display state), and each decoration symbol starts the high-speed variable state. During this high-speed variable state, each decoration symbol is in a display state that is difficult or impossible to identify, and the transmittance of the decoration symbol becomes higher than when it is stopped. For example, the background image can be identified through the decoration symbol in the high-speed variable state. Then, when a predetermined time has elapsed since the start of the variable display, each decoration symbol starts the stop operation separately or simultaneously, starts decelerating from the high-speed variable state, and starts the "low-speed variable state". During this low-speed variable state, each decoration symbol enters the "slow-down display period (deceleration period)" in which it gradually slows down and stops, and the transmittance is reduced immediately after the start of the stop operation (the timing of the start of the stop operation), and the decoration symbol is redisplayed in a state where it can be identified. When an effect using a decoration symbol, such as a reach effect or a pseudo-consecutive effect, is executed during the high-speed variable state, at least one decoration symbol enters the low-speed variable state or is temporarily stopped, and the reach effect or the pseudo-consecutive effect is executed.

[0317] <5-7. Effect means> Various effects in the gaming machine 1 are presented by effect means arranged in the gaming machine. Such effect means may be any means of transmitting stimuli that can exert an effect by appealing to human perception such as vision, hearing, and touch, and examples thereof include light generation means (light effect means) such as a decorative lamp 45 and an LED device, an acoustic generation device (sound effect means) such as a speaker 46, an effect display device (display means) such as a liquid crystal display device 36, a pressurizing device that transmits a contact pressure to the body of the operator, a vibration device that gives vibration to the player (vibration means), a wind pressure device that gives wind pressure to the body of the player, or a movable object accessory that exerts a visual effect by its operation. Here, the effect display device is a display device that appeals to vision, like the image display device (image display means), but is different from the image display device in that it includes those that do not rely on images (for example, a 7-segment display). When referring to an image display device, it mainly refers to a type that presents an effect (image display effect) by image display, and those that present an effect by means other than an image, like a 7-segment display, are included in the concept of the above effect display device.

[0318] <6. Basic game form: Figure 6> To facilitate understanding of the present invention, first, with reference to FIG. 6, the basic game forms (gameplay, characteristics of each game state, transition forms between each game state, effect modes related to the game state) in the pachinko gaming machine 1 will be described. FIG. 6 is a game flow showing an overview of the game form.

[0319] Note that how the player should play to get an advantageous situation changes according to the game state. Basically, the game states in which left-handed play is advantageous are the game states related to the state without electric support (including the game states treated substantially as the state without electric support. For example, the normal state, the short-time and low-probability state, and the potential-win state), and the game states in which right-handed play is advantageous are the game states related to the state with electric support (for example, the time-limited state and the probability-variable state). In the case of this embodiment, in the normal state or the short-time and low-probability state, "left-handed play" (receiving the lottery on the side of the special figure 1) aiming for the game ball to pass through the left downward flow path 3b is advantageous, and in the time-limited state, "right-handed play" (receiving the lottery on the side of the special figure 2) aiming for the game ball to pass through the right downward flow path 3c is advantageous. In this specification, unless otherwise specified, it is described that the player follows an advantageous playing method according to the game state (and does not play in a way that is disadvantageous to the player himself / herself). When left-handed play is advantageous, "the symbol variation display game 1 on the side of the special figure 1" is executed, and when right-handed play is advantageous, it is described that "the symbol variation display game 2 on the side of the special figure 2" is executed.

[0320] (Internal game state type (YJ type), game mode type (Tcode type)) First, the game state type according to this embodiment will be described.

[0321] In this embodiment, the game is mainly controlled under a plurality of states such as "winning game (special game state)", "normal state (YJ = 00H)", "short-time and low-probability state (YJ = 01H)", and "time-limited state (YJ = 02H)". These game states (excluding the winning game) are provided with a plurality of game modes and related performance modes classified using the variation pattern distribution designation number Tcode as shown in FIGS. 6 and 25. The specific content is shown in the following "Game 1" to "Game 3".

[0322] <Game 1: "Heaven Mode (Tcode = 00H)"> The heaven mode is a game mode in which the internal game state is in the "normal state". This heaven mode is the initial game mode (default game mode) that starts when the gaming machine is shipped or when the RAM clear operation is executed. The RAM clear operation includes RAM clearing by the RAM clear switch 98, and in the case of a gaming machine having a setting function (in the case of a type with a setting function or a one-step setting type), RAM clearing by a setting change operation (refer to the processing route in which step S030 of FIG. 8 described later is executed).

[0323] In this embodiment, when a special short time is won during the normal state (heaven mode), the win is treated as valid (special short time activation allowed state) (refer to Remarks 1 in FIG. 4C).

[0324] The winning probability of the special short time in the heaven mode (normal state) is as high as "about 1 / 10", but if the special short time A or the special short time B is won among the special short time types, the game state will shift to the later-described hell mode A (very short time A) or hell mode B (very short time B), and the win of the special short time will be treated as invalid (special short time activation prohibited state) (refer to line L1 in FIG. 6 and FIG. 4C).

[0325] On the other hand, if the special short time C is won, the game state will shift to the later-described consecutive win mode C (short time C), and the game state will shift to a profitable state advantageous to the player (refer to line L4 in FIG. 6 and FIG. 4C). Note that when a big win A to C is won during the heaven mode, after the big win game, the game state will shift back to the heaven mode again (refer to lines L8 and L9 in FIG. 6, the surrounded frame of "win", and FIG. 4A).

[0326] <Game 2: "Hell Modes A and B (Tcode = 01H)"> The hell mode is a game mode in which the internal game state is in the "very short time state". This hell mode includes a plurality of game modes, and in this embodiment, there are the following two types of hell modes. (A) "Hell Mode A" related to very short time A (number of very short times: 150 times), (B) "Hell Mode B" related to very short time B (number of very short times: 250 times).

[0327] However, in this embodiment, although "Hell Mode A" and "Hell Mode B" differ in the number of short-time occurrences, they are managed by the common variation pattern allocation designation number Tcode "01H", and a common variation pattern allocation table is selected (see the surrounding frame of the Hell Mode in Fig. 6 and Remarks 3 in Fig. 27). Therefore, for example, even if a variation performance is observed during the stay in Hell Mode A, it is currently in a state where it is impossible to determine whether it is in Hell Mode A or Hell Mode B. Note that different variation pattern allocation designation numbers Tcode may be adopted for "Hell Mode A" and "Hell Mode B". In this case, it is preferable to configure it so that at least partially different variation pattern allocation tables can be selected (see Remarks 5 in Fig. 27). The variation pattern allocation tables to be made different can be the "Win Variation Pattern Allocation Table" and / or the "Lose Variation Pattern Allocation Table". Preferably, for the lose variation pattern allocation table related to "Lose" that the player frequently encounters, at least partially different lose variation pattern allocation tables can be selected for "Hell Mode A" and "Hell Mode B".

[0328] The Hell Mode (short-time) mainly sh...

Claims

【Claim 1】 Symbol display means capable of executing a symbol game with variable display of symbols based on predetermined start conditions; Main control means for comprehensively controlling game processing related to the game including the symbol game; Effect control means for controlling effects related to the symbol game; A gaming machine comprising: In a specific state where the main control means and the effect control means are in a disconnected state, the symbol game by the main control means can be executed; In the specific state, when a predetermined condition is satisfied, it is provided with a restricting means capable of restricting the execution of the scheduled symbol game; The restricting means is configured to interrupt the execution of the symbol game if there is a symbol game in progress; A gaming machine characterized by the above.

Citation Information

Patent Citations

  • Game machine

    JP2005198973A

  • Pachinko game machine

    JP2011087787A

  • Pachinko game machine

    JP2016185308A

  • Game machine

    JP2019107148A

  • Game machine

    JP2021087637A